Difference between revisions of "Middlecrest"
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Middlecrest is a gothic punk themed fantasy roguelike. Many of the fantasy elements are taken from low-fantasy, emphasizing real-world historical situations and analogues (for example, much of the society of Middlecrest is based on real-world medieval or Renaissance models, although shuffled around somewhat). Magic is present in the world, although it is rarer and magical beings and monsters operate more like their mythological counterparts, rather than like their high-fantasy (Tolkein, Dungeons and Dragons, etc.) versions. The gothic punk aspect refers to the "feel" of the world and is based on the modern punk-derived goth subculture and the Neo-Romantic (post-punk) world envisioned by Adam and the Ants in the video "Stand and Deliver". So, while the inhabitants of the world may wear tunics, cloaks, and breeches like medieval people did historically, it is also not uncommon to see characters in the game world wearing skull-studded belts, bat pendants, fishnets, leather jackets, and more modern buckled or laced leather boots than medieval styled calvary or animal-skin boots. If you've ever read the comic book Poison Elves (or seen the music video I referenced earlier), you will have a good idea of what I'm talking about. I imagine these people listening to the Misfits or Bauhaus, instead of the drum and fife stuff they were listening to in the Middle Ages HA! :P | |||
== Status and Road Map == | |||
Presently, the project is in a very early alpha stage (almost a pre-alpha, actually). Only basic functionality is implemented for only a minority of features. The things I plan on implementing in the near future are: | |||
* Completed magic system that incorporates both arcane and priestly magic. Right now only a portion of arcane magic is implemented. | |||
* Look command | |||
* Adding new monsters and spells | |||
* Implementing the experience system | |||
* Basic, core classes and then expanding it to other classes later | |||
* Non-trivial pathfinding and tracking modes (sight, scent) | |||
* Magical items | |||
* Time system | |||
* FoV and LoS |
Revision as of 03:13, 11 October 2010
Middlecrest (working title) | |
---|---|
Alpha Project | |
Developer | Sean Brown |
Theme | Medieval Fantasy, Gothic Punk |
Influences | The Elder Scrolls, Dungeons and Dragons, Poison Elves |
Released | October 2010 (Alpha) |
Updated | |
Licensing | Shareware, Open Source (BSD) |
P. Language | C, C++ |
Platforms | Windows |
Interface | ASCII |
Game Length | |
Official site of Middlecrest (working title) |
Middlecrest is a gothic punk themed fantasy roguelike. Many of the fantasy elements are taken from low-fantasy, emphasizing real-world historical situations and analogues (for example, much of the society of Middlecrest is based on real-world medieval or Renaissance models, although shuffled around somewhat). Magic is present in the world, although it is rarer and magical beings and monsters operate more like their mythological counterparts, rather than like their high-fantasy (Tolkein, Dungeons and Dragons, etc.) versions. The gothic punk aspect refers to the "feel" of the world and is based on the modern punk-derived goth subculture and the Neo-Romantic (post-punk) world envisioned by Adam and the Ants in the video "Stand and Deliver". So, while the inhabitants of the world may wear tunics, cloaks, and breeches like medieval people did historically, it is also not uncommon to see characters in the game world wearing skull-studded belts, bat pendants, fishnets, leather jackets, and more modern buckled or laced leather boots than medieval styled calvary or animal-skin boots. If you've ever read the comic book Poison Elves (or seen the music video I referenced earlier), you will have a good idea of what I'm talking about. I imagine these people listening to the Misfits or Bauhaus, instead of the drum and fife stuff they were listening to in the Middle Ages HA! :P
Status and Road Map
Presently, the project is in a very early alpha stage (almost a pre-alpha, actually). Only basic functionality is implemented for only a minority of features. The things I plan on implementing in the near future are:
- Completed magic system that incorporates both arcane and priestly magic. Right now only a portion of arcane magic is implemented.
- Look command
- Adding new monsters and spells
- Implementing the experience system
- Basic, core classes and then expanding it to other classes later
- Non-trivial pathfinding and tracking modes (sight, scent)
- Magical items
- Time system
- FoV and LoS