Difference between revisions of "Neon"

From RogueBasin
Jump to navigation Jump to search
m
(updated to release 0.2.5)
Line 4: Line 4:
|influences = The Elder Scrolls, [[ADOM]]
|influences = The Elder Scrolls, [[ADOM]]
|released = 2007 Aug 28
|released = 2007 Aug 28
|updated = 2009 July 24 - 0.2.4
|updated = 2009 Aug 13 - 0.2.5
|licensing = [[GPL]]
|licensing = [[GPL]]
|language = [[Java]], [[Javascript]]
|language = [[Java]], [[Javascript]]
Line 21: Line 21:
===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.  
Dungeons are for now more or less limited to single-level dungeons. Multi-level dungeons can be made, but are not yet supported by the random generator.
Multi-level dungeons are fully supported.


==Current work==
==Current work==
===Magic===
===Editor===
Enchanted items (weapons and clothing) and an in-game spellmaker have been added to the svn repository, and will feature in the
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.
next release. More spell effects and spells with multiple effects are being worked on.


===Editor===
===Ruleset===
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.
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.