Difference between revisions of "Numenfall"
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(Version 0.1.1 released) |
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|developer = [[Xan]] | |developer = [[Xan]] | ||
|released = 7/2/2011 | |released = 7/2/2011 | ||
|updated = | |updated = 7/7/2011 | ||
|language = [[C#]] | |language = [[C#]] | ||
|platforms = Anything that works with SDL.NET | |platforms = Anything that works with SDL.NET (Windows, Linux) | ||
|theme = Classic | |theme = Classic | ||
|licensing = Open source | |licensing = Open source | ||
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== Links == | == Links == | ||
[http://exong.net/RL/download.php Download (Windows | [http://exong.net/RL/download.php?platform=windows Download 0.1.1 (Windows)]; requires .NET Framework 4.0<br> | ||
[http://exong.net/RL/20110703_1631_46.zip Gameplay video] | [http://exong.net/RL/download.php?platform=linux Download 0.1.1 (Linux)]; requires Mono<br> | ||
[http://exong.net/RL/20110703_1631_46.zip 0.1.0 Gameplay video] | |||
== Screenshots == | == Screenshots from 0.1.0 == | ||
[http://exong.net/RL/Clipboard01.png Overworld]<br> | [http://exong.net/RL/Clipboard01.png Overworld]<br> | ||
[http://exong.net/RL/Clipboard02.png Dungeon] | [http://exong.net/RL/Clipboard02.png Dungeon] | ||
== Changelog for 0.1.1 == | |||
* Added rudimentary town layout | |||
* Added shops and shopkeepers, watchmen and commoners | |||
* Added help message at beginning of game and changed representation of key codes when displaying keybindings | |||
* Reworked experience system and skill progressions | |||
* Added flammable property for items (such as scrolls) | |||
* Corpses now decompose | |||
* Added force attack command (Tag = 'ForceAttack') | |||
* Added activation command (Tag = 'Activate') | |||
* Implemented items that do not generate randomly | |||
* Various cosmetic improvements | |||
* Reworked starting equipment; you now start with gold as well | |||
* Added new content | |||
* The game version is now shown in the window title | |||
* Games are now deleted upon death. (they are not deleted on loading because of the chance of crashing) | |||
* Fixed grammar mistakes with boots and bracers | |||
* Fixed a bug with saving games | |||
* Fixed some issues with displaying messages about things you shouldn't be aware of | |||
* You can no longer drink potions or read scrolls in restricted areas (e.g., the overworld map) | |||
* You are no longer given the option to load a game if no saved games exist | |||
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Currently implemented features: | Currently implemented features: | ||
* Shops | |||
* Basic settlements | |||
* Field of view and light sources | * Field of view and light sources | ||
* Random world generation | * Random world generation |
Revision as of 18:14, 7 July 2011
Legend of Siegfried | |
---|---|
Alpha Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE |
Released | 7/2/2011 |
Updated | 7/7/2011 |
Licensing | Open source |
P. Language | C# |
Platforms | Anything that works with SDL.NET (Windows, Linux) |
Interface | ASCII, Keyboard |
Game Length | Indefinite, nunc |
[Forums Official site of Legend of Siegfried] |
Links
Download 0.1.1 (Windows); requires .NET Framework 4.0
Download 0.1.1 (Linux); requires Mono
0.1.0 Gameplay video
Screenshots from 0.1.0
Changelog for 0.1.1
* Added rudimentary town layout * Added shops and shopkeepers, watchmen and commoners * Added help message at beginning of game and changed representation of key codes when displaying keybindings * Reworked experience system and skill progressions * Added flammable property for items (such as scrolls) * Corpses now decompose * Added force attack command (Tag = 'ForceAttack') * Added activation command (Tag = 'Activate') * Implemented items that do not generate randomly * Various cosmetic improvements * Reworked starting equipment; you now start with gold as well * Added new content * The game version is now shown in the window title * Games are now deleted upon death. (they are not deleted on loading because of the chance of crashing) * Fixed grammar mistakes with boots and bracers * Fixed a bug with saving games * Fixed some issues with displaying messages about things you shouldn't be aware of * You can no longer drink potions or read scrolls in restricted areas (e.g., the overworld map) * You are no longer given the option to load a game if no saved games exist
Features
Currently implemented features:
* Shops * Basic settlements * Field of view and light sources * Random world generation * A small selection of items and monsters * Several dungeon environments * Basic melee and missile combat * Basic weapon skills and a few non-combat skills, with a basic training framework * Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well * Pre-set quests * Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places * Multiple damage types * Natural weapons and special effects (e.g., rats can transmit disease through their bite) * Monsters are the same type of game entity as the player, and wield weapons, use items, etc. * Random item generation * Extremely extensible property-driven event system * Advanced and descriptive messages with dynamic grammar system * Various senses (sight, hearing, etc.) for different perceivable things * Time of day, i.e., day/night cycle with varying visibility * Saving/Loading * Abstract goal-based AI for monsters and NPCs * Various dungeon features (doors, decorations, etc.) * Materials and qualities for items * Many state modifiers (poison, diseases, bleeding, etc.) * 19 types of terrain * Customizable interface and keybindings
Planned features:
* Score keeping, and high score list * Races and backgrounds/classes * Monster and item descriptions, memory * Hundreds of items and creatures * Many different locations, dungeons, complexes, etc. * Diverse effects for different weapon types and styles * Many, many skills * Activatable items, skills, and powers * Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc. * Weather patterns * Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.) * ...and more...
Possibly future features:
* Inventory restrictions (weight or size or some other criteria) * Item containers * Inter-game interaction