Difference between revisions of "Recently Updated Roguelikes"
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{{Update | #ffffff | Fame |http://sourceforge.net/projects/untitled-rpg| | {{stable}} | Fantasy | Nov 4 2013 | 0.8.9 | | [[C++]] }} | {{Update | #ffffff | Fame |http://sourceforge.net/projects/untitled-rpg| | {{stable}} | Fantasy | Nov 4 2013 | 0.8.9 | | [[C++]] }} | ||
{{Update | #efefef | First Age Angband |http://angband.oook.cz/faangband| | {{stable}} | Fantasy | Oct 28 2012 | 1.3 | [[Angband]] | [[C]] }} | {{Update | #efefef | First Age Angband |http://angband.oook.cz/faangband| | {{stable}} | Fantasy | Oct 28 2012 | 1.3 | [[Angband]] | [[C]] }} | ||
{{Update | #ffffff | Forays into Norrendrin |http://code.google.com/p/forays-into-norrendrin/ | {{Update | #ffffff | Forays into Norrendrin |http://code.google.com/p/forays-into-norrendrin/| | {{stable}} | Fantasy | Dec 11 2013 | 0.8.0 | | [[C Sharp|C#]] }} | ||
{{Update | #efefef | Herculeum |https://github.com/tuturto/pyherc| | {{alpha}} | Fantasy | Aug 03 2013 | 0.9 | | [[Python]], [[Hy]] }} | {{Update | #efefef | Herculeum |https://github.com/tuturto/pyherc| | {{alpha}} | Fantasy | Aug 03 2013 | 0.9 | | [[Python]], [[Hy]] }} | ||
{{Update | #ffffff | Hunger Games |http://www.astrolog.org/labyrnth/daedalus/hunger.htm| | {{Stable}} | Modern/Sci-Fi | Oct 11 2013 | 2.5 || [[C++]], [[Daedalus]]}} | {{Update | #ffffff | Hunger Games |http://www.astrolog.org/labyrnth/daedalus/hunger.htm| | {{Stable}} | Modern/Sci-Fi | Oct 11 2013 | 2.5 || [[C++]], [[Daedalus]]}} |
Revision as of 23:47, 11 December 2013
Roguelike games updated or released in the last 12 months
When adding a new game to this list, make sure to keep it in alphabetical order.
Name | Type | Last update | Last version | Based on | Language | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ADOM [1] | stableβeta | Fantasy | Nov 28 2013 | 1.2.0 Prerelease 20 | C Lua | ||||||||||||||||||||||
ADOM II [2] | βeta | Fantasy | Jan 1 2013 | 0.3.2 | ADOM JADE | Java | |||||||||||||||||||||
Allure of the Stars [3] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Sci-fi || align="right" | Nov 30 2013 || align="right" | 0.4.10 || align="left" | LambdaHack || align="left" | Haskell | ||||||||||||||||||||||||||
Attack The Geth [4] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Sci Fi || align="right" | Mar 17 2013 || align="right" | 7dRL Edition || align="left" | Mass Effect || align="left" | Java | ||||||||||||||||||||||||||
Bardess [5] | stableβeta | Fantasy, Tactical, Team | Jun 12 2013 | 0.7prc | C# | ||||||||||||||||||||||
CataclysmDDA [6] | βeta | Modern, Apocalypse | Sep 15 2013 | 0.8 | Cataclysm | C++ | |||||||||||||||||||||
Dragonslayer [7] | stable | Fantasy | Oct 11 2013 | 2.5 | C++, Daedalus | ||||||||||||||||||||||
Drakefire Chasm [8] | stable | Fantasy | Dec 17 2012 | 1.3.1 | C++ | ||||||||||||||||||||||
Dungeon Ho! [ ] | stable | Fantasy | May 22 2013 | 1.03 | Java | ||||||||||||||||||||||
Epilogue [9] | stable | Fantasy | Jan 17 2013 | 2.A | Blitzmax | ||||||||||||||||||||||
Equin: The Lantern [10] | stable | Fantasy | Nov 19 2012 | 1.2 | Multimedia Fusion 2 | ||||||||||||||||||||||
Fallen [11] then Roguelike | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Jul 5 2013 || align="right" | 0.1.204 || align="left" | ELONA || align="left" | Delphi | ||||||||||||||||||||||||||
Fame [12] | stable | Fantasy | Nov 4 2013 | 0.8.9 | C++ | ||||||||||||||||||||||
First Age Angband [13] | stable | Fantasy | Oct 28 2012 | 1.3 | Angband | C | |||||||||||||||||||||
Forays into Norrendrin [14] | stable | Fantasy | Dec 11 2013 | 0.8.0 | C# | ||||||||||||||||||||||
Herculeum [15] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Aug 03 2013 || align="right" | 0.9 || align="left" | || align="left" | Python, Hy | ||||||||||||||||||||||||||
Hunger Games [16] | stable | Modern/Sci-Fi | Oct 11 2013 | 2.5 | C++, Daedalus | ||||||||||||||||||||||
Into the Dungeon++ [17] | βeta | Fantasy | Sep 22 2013 | 0.9 | C++ | ||||||||||||||||||||||
Kerkerkruip [18] | stable | Fantasy | May 11 2013 | 8 | Inform 7 | ||||||||||||||||||||||
Legend of Siegfried [19] | βeta | Fantasy | Dec 03 2012 | 0.2.6 | ADOM | C# | |||||||||||||||||||||
Lost Labyrinth [20] | stable | Fantasy | Oct 16 2013 | 5.0.0 | Pure Basic | ||||||||||||||||||||||
Malastro [21] | βeta | Modern/Sci-fi | Nov 14 2012 | 1.1 | C# | ||||||||||||||||||||||
MagmaHack [22] | βeta | Fantasy | Oct 16 2012 | b3 | Java | ||||||||||||||||||||||
MidBoss [23] | βeta | Fantasy | Feb 3 2013 | 0.5 | Python | ||||||||||||||||||||||
Neon [24] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Oct 06 2013 || align="right" | 0.4.1 || align="left" | || align="left" | Java, JavaScript | ||||||||||||||||||||||||||
Noxico [25] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Erotic fantasy || align="right" | Apr 17 2013 || align="right" | 0.1.2 || align="left" | || align="left" | C# | ||||||||||||||||||||||||||
NPPAngband [26] | stable | Fantasy | August 10 2013 | 7.0.0 | Angband | C | |||||||||||||||||||||
NPPMoria [27] | stable | Fantasy | August 10 2013 | 7.0.0 | Moria | C | |||||||||||||||||||||
Pixel Dungeon [28] | stableβeta | Fantasy | Dec 02 2013 | 1.6.0 | Brogue | Java | |||||||||||||||||||||
PonyRL [29] | stableβeta | Equestria | October 10 2013 | 0.8.2 | Javascript | ||||||||||||||||||||||
PWMAngband [30] | stable | Fantasy | Oct 24 2012 | 1.1.9 build 4 | Angband | C | |||||||||||||||||||||
Possession [31] | stable | Fantasy,7 | April 29 2013 | 1.1 | Lua | ||||||||||||||||||||||
Red Rogue [32] | stable | Fantasy | Dec 4 2012 | 1.0.1 | AS3 | ||||||||||||||||||||||
Seduction Quest [33] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Erotic fantasy || align="right" | Feb 28 2013 || align="right" | 0.201 || align="left" | || align="left" | Lua | ||||||||||||||||||||||||||
Sil [34] | stable | Fantasy | Jan 03 2013 | 1.1.1 | C | ||||||||||||||||||||||
@Star Wars [35] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Sci-fi || align="right" | Nov 06 2012 || align="right" | 0.5a || align="left" | || align="left" | Python | ||||||||||||||||||||||||||
SurviveRL [36] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Wilderness Survival || align="right" | June 27 2013 || align="right" | 0.01 || align="left" | || align="left" | C# | ||||||||||||||||||||||||||
The Wizard's Lair [37] | stable | Fantasy | Apr 5 2013 | v205 | NetHack, Sword of Fargoal | BlitzMax | |||||||||||||||||||||
The Veins of the Earth [38] | βeta | Fantasy | Nov 30 2013 | 0.12.0 | T-Engine, Incursion | Lua | |||||||||||||||||||||
TomeNET [39] (multiplayer) | stable | Fantasy | Aug 18 2012 | 4.4.9b | MAng,ToME,ZAng,Cth | C,Lua | |||||||||||||||||||||
ToME [40] | stableβeta | Fantasy,A | Aug 18 2012 | 4.0.0beta42 | Zangband 2.2.0 | C, Lua, OpenGL | |||||||||||||||||||||
Triangle Wizard [41] | stable | Fantasy | Nov 26 2013 | R 16.04 | GML | ||||||||||||||||||||||
Unnamed RL [42] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Jun 15 2013 || align="right" | Build 4 || align="left" | || align="left" | FreeBASIC | ||||||||||||||||||||||||||
UnReal World [43] | stableβeta | Wilderness Survival,Hist. | Jul 26 2013 | 3.17 beta | C, C++ | ||||||||||||||||||||||
Voyage to Farland [44] | stable | Fantasy | Oct 5 2012 | 1.94 | C, Java | ||||||||||||||||||||||
Wayward [45] | βeta | Wilderness Survival | December 6 2013 | Beta 1.6 | HTML5, JavaScript | ||||||||||||||||||||||
X@COM [46] | stable```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Sci-fi || align="right" | Apr 1 2013 || align="right" | 0.17.130401r9 || align="left" | X-COM || align="left" | C++ | ||||||||||||||||||||||||||
Zero-Player Game [47] | stable | Fantasy | Dec 3 2013 | Build 50 | FreeBASIC |
Type: Fantasy, Sci-fi, Modern, Anime, Surreal, Hist. = Historical, A = Angband variant, H = Hack variant, R = Rogue variant, 7 = (originally) 7DRL or similar