Difference between revisions of "Numenfall"
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[[Category:Alpha projects]] | [[Category:Alpha projects]] | ||
== Features == | |||
Currently implemented features: | |||
* Field of view and light sources | |||
* Random world generation | |||
* A small selection of items and monsters | |||
* Several dungeon environments | |||
* Basic melee and missile combat | |||
* Basic weapon skills and a few non-combat skills, with a basic training framework | |||
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well | |||
* Pre-set quests | |||
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places | |||
* Multiple damage types | |||
* Natural weapons and special effects (e.g., rats can transmit disease through their bite) | |||
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc. | |||
* Random item generation | |||
* Extremely extensible property-driven event system | |||
* Advanced and descriptive messages with dynamic grammar system | |||
* Various senses (sight, hearing, etc.) for different perceivable things | |||
* Time of day, i.e., day/night cycle with varying visibility | |||
* Saving/Loading | |||
* Abstract goal-based AI for monsters and NPCs | |||
* Various dungeon features (doors, decorations, etc.) | |||
* Materials and qualities for items | |||
* Many state modifiers (poison, diseases, bleeding, etc.) | |||
* 19 types of terrain | |||
* Customizable interface and keybindings | |||
Planned features: | |||
* Score keeping, and high score list | |||
* Races and backgrounds/classes | |||
* Monster and item descriptions, memory | |||
* Hundreds of items and creatures | |||
* Many different locations, dungeons, complexes, etc. | |||
* Diverse effects for different weapon types and styles | |||
* Many, many skills | |||
* Activatable items, skills, and powers | |||
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc. | |||
* Weather patterns | |||
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.) | |||
* ...and more... | |||
Possibly future features: | |||
* Inventory restrictions (weight or size or some other criteria) | |||
* Item containers | |||
* Inter-game interaction | |||
== Links == | == Links == |
Revision as of 08:52, 5 July 2011
Legend of Siegfried | |
---|---|
Alpha Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE |
Released | 7/2/2011 |
Updated | Never |
Licensing | Open source |
P. Language | C# |
Platforms | Anything that works with SDL.NET |
Interface | ASCII, Keyboard |
Game Length | Indefinite, nunc |
[Forums Official site of Legend of Siegfried] |
Features
Currently implemented features:
* Field of view and light sources * Random world generation * A small selection of items and monsters * Several dungeon environments * Basic melee and missile combat * Basic weapon skills and a few non-combat skills, with a basic training framework * Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well * Pre-set quests * Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places * Multiple damage types * Natural weapons and special effects (e.g., rats can transmit disease through their bite) * Monsters are the same type of game entity as the player, and wield weapons, use items, etc. * Random item generation * Extremely extensible property-driven event system * Advanced and descriptive messages with dynamic grammar system * Various senses (sight, hearing, etc.) for different perceivable things * Time of day, i.e., day/night cycle with varying visibility * Saving/Loading * Abstract goal-based AI for monsters and NPCs * Various dungeon features (doors, decorations, etc.) * Materials and qualities for items * Many state modifiers (poison, diseases, bleeding, etc.) * 19 types of terrain * Customizable interface and keybindings
Planned features:
* Score keeping, and high score list * Races and backgrounds/classes * Monster and item descriptions, memory * Hundreds of items and creatures * Many different locations, dungeons, complexes, etc. * Diverse effects for different weapon types and styles * Many, many skills * Activatable items, skills, and powers * Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc. * Weather patterns * Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.) * ...and more...
Possibly future features:
* Inventory restrictions (weight or size or some other criteria) * Item containers * Inter-game interaction
Links
Download (Windows executable)
Gameplay video