Difference between revisions of "Plutonium roguelike"

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|influences = Fallout
|influences = Fallout
|released = 20.09.2005
|released = 20.09.2005
|updated = 22.10.2005
|updated = 14.01.2006
|status = [[Alpha]] techdemo#1
|status = [[Alpha]] techdemo#2
|language = [[Java]]
|language = [[Java]]
|platforms = Java compatible
|platforms = Java compatible
|interface = [[ASCII]]
|interface = [[ASCII]]
|site = http://digal.dev.juga.ru
|site = http://plutonium.rlgclub.ru/
}}
}}


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* Basic creatures' AI.
* Basic creatures' AI.
* Many basic Java classes.
* Many basic Java classes.
 
* Ranged attacks and weapons.
* Different types of ammo.


== Game related links ==
== Game related links ==
[http://digal.dev.juga.ru Homepage]
[http://plutonium.rlgclub.ru/ Homepage]


[[Category:Alpha projects]]
[[Category:Alpha projects]]

Revision as of 07:56, 14 January 2006

Plutonium roguelike
Developer Digal
Theme Postnuclear
Influences Fallout
Status Alpha techdemo#2
Released 20.09.2005
Updated 14.01.2006
Licensing {{{licensing}}}
P. Language Java
Platforms Java compatible
Interface ASCII
Game Length {{{length}}}
Official site of Plutonium roguelike


Plutonium roguelike (PtRL) is a post-nuclear traditional ASCII roguelike, being written on Java by Yuri Buyanov (Digal).

Features(planned)

  • Traditional ASCII interface.
  • Many outdoor maps: forests, plains, settlements, ruins, military bases. There will be dungeons too, of course.
  • Scifi roguelike specific interface: comfortable targetting system, informative FOV, etc.
  • XML format will be used to store information about items, creatures, and tiles.
  • Assymetric FOV: if you are standing behind the tree, you can see your enemies clearly, but it'll be hard for them to spot you. Maybe 90- or 180-degree FOV for monsters (and even for player) will be implemented.
  • Weapon modifications: silencers, scopes, etc.
  • Different close combat attacks: punches, kicks, combos.
  • Random quests, maybe.
  • Fully destructible enviroment.

And many other thigns...

Current stage

Project is in the beginning of development. What is done?

  • Messaging and time systems.
  • Equipment and inventory systems.
  • 360-degree FOV calculating algorithm.
  • Unarmed combat system.
  • Basic generation of a few map types (city/ruins, vault, forest).
  • Pathfinding algorightm.
  • Several dialog screens.
  • XML parser for tiles and items.
  • Melee weapons.
  • Close combat.
  • Basic creatures' AI.
  • Many basic Java classes.
  • Ranged attacks and weapons.
  • Different types of ammo.

Game related links

Homepage