Difference between revisions of "Neon"
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|influences = The Elder Scrolls, [[ADOM]] | |influences = The Elder Scrolls, [[ADOM]] | ||
|released = 2007 Aug 28 | |released = 2007 Aug 28 | ||
|updated = 2009 | |updated = 2009 Aug 13 - 0.2.5 | ||
|licensing = [[GPL]] | |licensing = [[GPL]] | ||
|language = [[Java]], [[Javascript]] | |language = [[Java]], [[Javascript]] | ||
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===Maps=== | ===Maps=== | ||
The engine can handle truly huge maps. The main overland map for testing in the alpha version measures 20400 x 13700 tiles, but can be much bigger. The overland map is on the same scale as the dungeons and scrolls with the player character centered on screen. | The engine can handle truly huge maps. The main overland map for testing in the alpha version measures 20400 x 13700 tiles, but can be much bigger. The overland map is on the same scale as the dungeons and scrolls with the player character centered on screen. | ||
Multi-level dungeons are fully supported. | |||
==Current work== | ==Current work== | ||
=== | ===Editor=== | ||
A game data editor is included in the latest release. It supports editing all game data, except maps. This will be added in an upcoming release. For now, only map viewing is available. | |||
=== | ===Ruleset=== | ||
Apart from the map editor and some savegame issues, the engine itself is nearly feature-complete. Work will start to focus on the actual gameplay. For this, the magic and combat system will be updated first in the coming releases. | |||
===Maps=== | ===Maps=== | ||
A new random generation system is in the planning phase. It will allow to mix random and fixed content on one map. | A new random generation system is in the planning phase. It will allow to mix random and fixed content on one map. |
Revision as of 21:59, 13 August 2009
Neon roguelike engine | |
---|---|
Alpha Project | |
Developer | mdriesen |
Theme | Fantasy |
Influences | The Elder Scrolls, ADOM |
Released | 2007 Aug 28 |
Updated | 2009 Aug 13 - 0.2.5 |
Licensing | GPL |
P. Language | Java, Javascript |
Platforms | Java 6 |
Interface | Unicode |
Game Length | |
Official site of Neon roguelike engine |
Neon is a roguelike engine. It features a huge overland map and can be modified with XML and JavaScript.
Description
Engine
Neon is not a single game, but an engine that can run roguelikes. 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 make their own roguelike without the need to write code.
Maps
The engine can handle truly huge maps. The main overland map for testing in the alpha version measures 20400 x 13700 tiles, but can be much bigger. The overland map is on the same scale as the dungeons and scrolls with the player character centered on screen. Multi-level dungeons are fully supported.
Current work
Editor
A game data editor is included in the latest release. It supports editing all game data, except maps. This will be added in an upcoming release. For now, only map viewing is available.
Ruleset
Apart from the map editor and some savegame issues, the engine itself is nearly feature-complete. Work will start to focus on the actual gameplay. For this, the magic and combat system will be updated first in the coming releases.
Maps
A new random generation system is in the planning phase. It will allow to mix random and fixed content on one map.