Difference between revisions of "Neon"
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Neon is a roguelike engine. It features a huge overland map with fixed or random dungeons, and includes an editor to edit all game data. | Neon is a roguelike engine. It features a huge overland map with fixed or random dungeons, and includes an editor to edit all game data. It was inspired by the Elder Scrolls games, especially Daggerfall and Morrowind. | ||
==Description== | ==Description== | ||
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==Current work== | ==Current work== | ||
===Engine=== | ===Engine=== | ||
The engine itself is nearly feature-complete | The engine itself is nearly feature-complete. The animation system is the largest missing part, but a preliminary version is available in the latest svn revision. Work is now focusing on the actual gameplay. For this, the random quest system will be refined. | ||
===Editor=== | ===Editor=== | ||
Editing maps is somewhat awkward at the moment. The vector editor will be improved in coming releases. Support for many of the random generation functions are not supported by the editor yet. This will be added in the next release. | Editing maps is somewhat awkward at the moment. The vector editor will be improved in coming releases. Support for many of the random generation functions are not supported by the editor yet. This will be added in the next release. |
Revision as of 15:26, 31 October 2011
Neon roguelike engine | |
---|---|
Alpha Project | |
Developer | mdriesen |
Theme | Fantasy |
Influences | The Elder Scrolls, ADOM |
Released | 2007 Aug 28 |
Updated | 2011 Sep 24 - 0.3.5 |
Licensing | GPL |
P. Language | Java, JavaScript, AspectJ |
Platforms | Java 6 |
Interface | Unicode |
Game Length | |
Official site of Neon roguelike engine |
Neon is a roguelike engine. It features a huge overland map with fixed or random dungeons, and includes an editor to edit all game data. It was inspired by the Elder Scrolls games, especially Daggerfall and Morrowind.
Description
Engine
Neon is not a single game, but an engine that can run roguelike adventures. All data needed for a specific game is stored in a set of XML files. These files are loaded when starting the engine. This allows anyone to create their own adventure without the need to write any Java code (although some JavaScript is still necessary for the random quest system). All the ugly bits are taken care of.
Maps
The engine can handle truly huge maps. The main world map for testing in the alpha version measures 40800 x 27400 tiles, but can be much bigger (a map 50 times as big was tested). This overland map is on the same scale as the dungeons and scrolls with the player character centered on screen. Multi-level dungeons with branching zones are fully supported.
Editor
A game data editor is included in the latest releases. It supports editing nearly all game data.
Current work
Engine
The engine itself is nearly feature-complete. The animation system is the largest missing part, but a preliminary version is available in the latest svn revision. Work is now focusing on the actual gameplay. For this, the random quest system will be refined.
Editor
Editing maps is somewhat awkward at the moment. The vector editor will be improved in coming releases. Support for many of the random generation functions are not supported by the editor yet. This will be added in the next release.