Difference between revisions of "Umbrarum Regnum"
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|updated = as often as possible ;) | |updated = as often as possible ;) | ||
|licensing = Whiskyware | |licensing = Whiskyware | ||
|language = C++ | |language = [[Cpp|C++]] | ||
|platforms = Windows | |platforms = [[Windows]] | ||
|interface = True Colour custom [[ascii|ASCII]] set | |interface = True Colour custom [[ascii|ASCII]] set | ||
|site = http://umbrarumregnum.110mb.com | |site = http://umbrarumregnum.110mb.com |
Revision as of 10:26, 30 March 2009
Umbrarum Regnum | |
---|---|
Talkie-Talkie Project | |
Developer | Mingos |
Theme | Fantasy |
Influences | ADoM, Betrayal at Krondor, The Witcher, Neverwinter Nights |
Licensing | Whiskyware |
P. Language | C++ |
Platforms | Windows |
Interface | True Colour custom ASCII set |
Game Length | unknown |
Official site of Umbrarum Regnum |
Umbrarum Regnum is an overambitious project, probably bound to be vapourware. It initially was supposed to feature a complicated magick system, detailed and realistic combat, political and commercial interactions between different kingdoms, etc. At the moment, none of this is implemented yet. But at least it looks neat :).
The game is currently undergoing a total rewrite, since the previous code was very sloppy and barely maintainable.
Previous version features
Most important features implemented were:
- UI (True Colour ASCII console emulator powered by libtcod, written and developed by Jice)
- Multiple resolution support (from 640x480 to 1024x768)
- pregenerated overworld with different terrains and 49 settlements
- random map generators (wilderness tiles, dungeons, caves, perfect or partially braided labyrinths and towns)
- savegame read/write
- fast pathfinding
- plenty of races, professions and skills
- some monsters to fight
- very basic combat system (to be developed later)
Rewritten version features
The features that have made it to the rewrite so far are:
- UI (again libtcod is used)
- some limited interaction between the PC and the environment (mostly collision handling)
- 'l'ook command handled with the mouse
- a more advanced than before forest generator based on Perlin noise
- 2.5D maps, with two height layers (flat ground and rooftops/treetops)
- ambient and dynamic lights
- limited NPC support (no AI)
- time management system
- configurable fonts and font sizes, as well as terminal sizes
To Do List
The features that are next on the TODO list are:
- NPC AI
- combat system
- more map generators