Difference between revisions of "Roguelike gcs"
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|platforms = [[Linux]], [[Windows]], [[Mac OS]] | |platforms = [[Linux]], [[Windows]], [[Mac OS]] | ||
|interface = Keyboard | |interface = Keyboard | ||
|site = http:// | |site = http://www.roguelike-gcs.co.uk | ||
|length = variable | |length = variable | ||
}} | }} | ||
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* Custom char set editor | * Custom char set editor | ||
* Main editor (load/save) | * Main editor (load/save) | ||
* Item, Effect template editor, Tile editor, Object editor | * Item, Effect, Race template editor, Tile editor, Object editor | ||
* Text editor | * Text editor | ||
* Flood fill | * Flood fill | ||
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==In development (Editor) == | ==In development (Editor) == | ||
* | * Creature template editor | ||
* Random loot generator editor | * Random loot generator editor | ||
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} | } | ||
</pre> | </pre> | ||
Revision as of 22:18, 9 February 2010
roguelike gcs | |
---|---|
Talkie-Talkie Project | |
Developer | Marcel Woods |
Theme | variable |
Influences | Rogue |
Licensing | Unknown |
P. Language | C++ |
Platforms | Linux, Windows, Mac OS |
Interface | Keyboard |
Game Length | variable |
Official site of roguelike gcs |
Roguelike GCS is a toolset used for making roguelike adventures; it includes a scripting language, and a random dungeon generator.
Working
- Rogue style graphics (emulated code page 437, 14x8)
- Custom char set editor
- Main editor (load/save)
- Item, Effect, Race template editor, Tile editor, Object editor
- Text editor
- Flood fill
In development (Play System)
- Dungeon generator with option to randomize around some preset aspects
- Scripting support for objects, items, creatures, and effects
In development (Editor)
- Creature template editor
- Random loot generator editor
Planned future features
- Per pixel field of view
- High resolution, multi-coloured tiles with editor
- MP3, Wav (etc) sound support
- Built-in shop support
- Auto managed item price system
Scripting language example
begin() { my_variable1 = 0; myfunction(&my_variable1); my_variable2 = "Hello world! "; my_variable3 = my_variable2 + my_variable1; // now contains "Hello world! 0" my_variable3 = new object; SetObjProp(my_variable3, 0, 1); my_variable4 = GetTileAtYX(0, 0); // my_variable4 is now an internal reference to a game object my_variable4 = GetObjOfTile(my_variable4); my_variable4 = GetTileOfObj(my_variable4); my_variable4 = GetObjAtYX(0, 0); my_variable4 = GetTileAtYX(0, 0); my_variable4 = GetObjByTag("OBJ1"); my_variable4 = GetTileOfObjByTag("OBJ1"); DestroyObj(my_variable4); for (i = GetFirstItem(_Caller); i; i = GetNextItem(_Caller)) { a = GetItemProp(i, 0); if (!a) SetItemProp(i, 0, 1); DestroyItem(i); } }