Difference between revisions of "Numenfall"
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[http://exong.net/RL/download.php?music=no Download 0.3.2 (Without music)]<br> | [http://exong.net/RL/download.php?music=no Download 0.3.2 (Without music)]<br> | ||
[http://exong.net/RL/forum Forums]<br> | [http://exong.net/RL/forum Forums]<br> | ||
[http:// | [http://exong.net/RL/blog Development Blog]<br> | ||
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art. | Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art. |
Revision as of 23:23, 4 February 2015
Legend of Siegfried | |
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Beta Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE, Incursion, Ragnarok, ToME |
Released | 7/02/2011 |
Updated | 1/23/2015 |
Licensing | closed source |
P. Language | C# |
Platforms | Windows, Linux |
Interface | ASCII, Tiles, Keyboard, Mouse |
Game Length | ~2 hours |
[Forums Official site of Legend of Siegfried] |
Design
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.
Links
Requires .NET Framework 4.0 or Mono with support for .NET 4.0
Download 0.3.2 (Music)
Download 0.3.2 (Without music)
Forums
Development Blog
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.
Changelog for 0.3.2
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.
- Added content
- Add UI tabs
- Add confirmation for spending talent points
- Add quit option to main menu screen
- Add options to main menu screen
- Add intelligence requirement to literacy
- Increase overall darkness in underground areas and at night
- Rework item modifier price influencing
- Rework containers interface
- Rework NPC outfitting and item drops
- Rework ammunition
- Current gold is displayed when purchasing from shops
- Redo building generator
- Fix being able to use items on the overworld
- Fix bug with mouse action context sometimes being lost
- Fix modifiers for some items
- Fix bug with floating text X position being slightly off
- Fix bug in Monogame with recycling sound sources (multithreading issue)
- Fix innate zombie armor name
Features
Currently implemented features:
- Quests and dialogue
- Basic alchemy
- Autoexplore and goto
- Basic magic/spell system
- Score keeping, and high score list
- Shops
- Basic settlements and cities
- Field of view and light sources
- Random world generation
- A small selection of items and monsters
- Several dungeon environments
- Character backgrounds
- Character generation
- Basic melee and missile combat
- Basic weapon skills and a few non-combat skills, with a basic training framework
- Activatable items, skills, and powers
- Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well
- 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 and dungeon generation
- Various dungeon features (doors, decorations, etc.)
- Materials and qualities for items
- Many state modifiers (poison, diseases, bleeding, etc.)
- Many types of terrain
- Weather patterns
- Customizable interface and keybindings
- Item containers
Planned features:
- Races
- 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
- Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.
- Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)
- ...and more...
Possibly future features:
- Inter-game interaction