Difference between revisions of "KleinRL"
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{{game- | {{game-alpha| name = KleinRL | ||
|developer = Quendus | |developer = Quendus | ||
|theme = Claustrophobia | |theme = Claustrophobia | ||
|influences = [[Crawl]], [[Angband]], [[DoomRL]] | |influences = [[Crawl]], [[Angband]], [[DoomRL]], [[TreasuRL]] | ||
|language = [[Python]] | |language = [[Python]] | ||
|platforms = [[Windows]], [[Linux]], [[Mac OS]] | |platforms = [[Windows]], [[Linux]], [[Mac OS]] | ||
|released = | |released = | ||
|licensing = [[Open source]] | |licensing = [[Open source]] | ||
|interface = [[ASCII]], [[keyboard]] | |interface = [[ASCII]], [[keyboard]] | ||
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}} | }} | ||
KleinRL | KleinRL is a failed [[7DRL]] by Quendus. It will be released soon as an NDRL for some N. | ||
KleinRL is set on the surface of a [http://en.wikipedia.org/wiki/Klein_bottle 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: | KleinRL is set on the surface of a [http://en.wikipedia.org/wiki/Klein_bottle 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) | * 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) | ||
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** preventing an extreme coward from getting eaten by a relentless pursuer | ** preventing an extreme coward from getting eaten by a relentless pursuer | ||
Inventories will be even smaller than in | Inventories will be even smaller than in Angband (10 slots+equips), most items will be quite powerful, and enemies will use any nice items that they find discarded (no free destruction of objects). | ||
Features implemented: | Features implemented: | ||
* Correct display of the player's locale | * Correct display of the player's locale | ||
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* AI for movement | * AI for movement | ||
* Combat system (will need balancing) | * Combat system (will need balancing) | ||
* System of daemons to manage temporary effects ( | * System of daemons to manage temporary effects | ||
* Some magic items/effects (a lot more to come) | |||
Features not yet implemented: | Features not yet implemented: | ||
* Line of sight | * Line of sight | ||
* multiple ring slots | * multiple ring slots | ||
* AI for object management | * AI for object management | ||
* Memory of previously seen tiles ( | * Memory of previously seen tiles (may remain unimplemented to maximise confusion, since the map is fluid anyway) | ||
[http://sliekas.org/quendus/kleinrl.zip download most recent release] | [http://sliekas.org/quendus/kleinrl.zip download most recent release] |
Revision as of 11:42, 18 October 2010
KleinRL | |
---|---|
Alpha Project | |
Developer | Quendus |
Theme | Claustrophobia |
Influences | Crawl, Angband, DoomRL, TreasuRL |
Released | |
Updated | {{{updated}}} |
Licensing | Open source |
P. Language | Python |
Platforms | Windows, Linux, Mac OS |
Interface | ASCII, keyboard |
Game Length | short |
Official site of KleinRL |
KleinRL is a failed 7DRL by Quendus. It will be released soon as an NDRL for some N. 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 (10 slots+equips), 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
- Combat system (will need balancing)
- System of daemons to manage temporary effects
- Some magic items/effects (a lot more to come)
Features not yet implemented:
- Line of sight
- multiple ring slots
- AI for object management
- Memory of previously seen tiles (may remain unimplemented to maximise confusion, since the map is fluid anyway)