Difference between revisions of "RogueRunner"
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|language = [[C]], [[OpenGL]] | |language = [[C]], [[OpenGL]] | ||
|platforms = [[Windows]], [[Unix]] | |platforms = [[Windows]], [[Unix]] | ||
|interface = [[Tiles | |interface = [[Tiles]],Keyboard,[[Mouse]] | ||
|length = Varied | |length = Varied | ||
|site = http://roguerunner.110mb.com | |site = http://roguerunner.110mb.com |
Revision as of 17:31, 23 March 2009
RogueRunner | |
---|---|
Alpha Project | |
Developer | Jake Keel |
Theme | Fantasy |
Influences | Angband, Diablo II, Dungeon Siege II |
Released | No Release Yet |
Updated | Often |
Licensing | Undecided |
P. Language | C, OpenGL |
Platforms | Windows, Unix |
Interface | Tiles,Keyboard,Mouse |
Game Length | Varied |
Official site of RogueRunner |
RogueRunner is a freeware Roguelike game currently under development by Jake Keel. It is heavily influenced by the Roguelike Angband, but it is not a variant. The game is built using OpenGL to display graphical tiles as well as graphical interfaces for inventory, equipment, shops, etc. The game is in the pre-alpha stages as of September, 2008.
Overview
Roguelike Roots
RogueRunner's gameplay is based heavily on that of most major Roguelike games. It is an RPG where players create a character to start the game and travel through a randomly ( this is flexible ) generated world improving their character through gained experience and item management. It will also use features commonly found in Roguelikes such as permadeath, hunger and starvation, simple graphical tiles, item identification and management, and more.
Defining features
RogueRunner is an engine that takes as input world modules. Worlds can be created from scratch using the editors that come with the game and shared with the community. Areas in the world can be hand designed or random, can contain any number of levels, and can connect with other areas in various ways. All of this lends itself to a very flexible system in which flavor can be added to a random world.
RogueRunner will include race choice, but not class. Instead, the character will develop an implied class as the player does what they choose, as in Dungeon Siege II.
Roguelikes usually manage shops and inventory through the same ASCII interface. RogueRunner utilizes OpenGL and mouse input to enable drag and drop management of shops, equipment, and inventory. Though undecided, other gameplay features such as magic and ranged weapons may also use graphical interfaces and/or mouse input.
Resources
- RogueRunner Official Site, the current official site. Doesn't contain much yet.
- RogueRunner Development Blog, a blog of my struggles to create RogueRunner.