Difference between revisions of "KleinRL"
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* Moving pieces of wall around | * Moving pieces of wall around | ||
* AI for movement (mostly) | * AI for movement (mostly) | ||
* | * Combat system (will need balancing) | ||
* System of daemons to manage temporary effects (partly) | |||
Features not yet implemented: | Features not yet implemented: | ||
* Line of sight | * Line of sight | ||
* Inventory, equipment lookup, magic items/effects | |||
* AI for object management | |||
* Memory of previously seen tiles (might remain unimplemented to maximise confusion, given that the map is fluid) | * Memory of previously seen tiles (might remain unimplemented to maximise confusion, given that the map is fluid) | ||
[http://sliekas.org/quendus/kleinrl.zip download most recent release] | [http://sliekas.org/quendus/kleinrl.zip download most recent release] |
Revision as of 04:05, 16 October 2010
KleinRL | |
---|---|
7DRL | |
Developer | Quendus |
Theme | Claustrophobia |
Influences | Crawl, Angband, DoomRL |
Released | 17 Oct 2010 |
Updated | {{{updated}}} |
Licensing | Open source |
P. Language | Python |
Platforms | Windows, Linux, Mac OS |
Interface | ASCII, keyboard |
Game Length | short |
Official site of KleinRL |
KleinRL will be a 7DRL by Quendus, if he works quickly enough. It was started on the evening of the 10th of October 2010, and is due for release on the evening of the 17th. KleinRL is set on the surface of a Klein bottle, and has maze-like geography instead of rooms. Several of the actors in the game can pick up pieces of the wall and put them down again. The objectives might be randomised, and will include:
- not getting killed by the 2 relentless pursuers who start with better equipment than the player (in a map that's small even for a roguelike)
- possibly:
- tracking down and defeating an extreme coward
- preventing an extreme coward from getting eaten by a relentless pursuer
Inventories will be even smaller than in angband (1-10 slots, depending on backpack size), most items will be quite powerful, and enemies will use any nice items that they find discarded (no free destruction of objects). Features implemented:
- Correct display of the player's locale
- Map generation
- Movement, timing
- Moving pieces of wall around
- AI for movement (mostly)
- Combat system (will need balancing)
- System of daemons to manage temporary effects (partly)
Features not yet implemented:
- Line of sight
- Inventory, equipment lookup, magic items/effects
- AI for object management
- Memory of previously seen tiles (might remain unimplemented to maximise confusion, given that the map is fluid)