Difference between revisions of "KleinRL"
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(14drl) |
(progress) |
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* System of daemons to manage temporary effects | * System of daemons to manage temporary effects | ||
* Some magic items/effects (a lot more to come) | * Some magic items/effects (a lot more to come) | ||
* Line of sight | |||
* AI for equipment management | |||
* Map memory | |||
Features not yet implemented: | Features not yet implemented: | ||
* multiple ring slots | * multiple ring slots | ||
* non-stupid AI movement | * non-stupid AI movement | ||
* | * balance | ||
[http://sliekas.org/quendus/kleinrl.zip download most recent release] | [http://sliekas.org/quendus/kleinrl.zip download most recent release] |
Revision as of 20:41, 24 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 will be a 14DRL (having failed to be a 7DRL) by Quendus. It should be released on the 24th of October 2010. 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)
- Line of sight
- AI for equipment management
- Map memory
Features not yet implemented:
- multiple ring slots
- non-stupid AI movement
- balance