Difference between revisions of "Plutonium roguelike"
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|influences = Fallout | |influences = Fallout | ||
|released = 20.09.2005 | |released = 20.09.2005 | ||
|updated = | |updated = 14.01.2006 | ||
|status = [[Alpha]] techdemo# | |status = [[Alpha]] techdemo#2 | ||
|language = [[Java]] | |language = [[Java]] | ||
|platforms = Java compatible | |platforms = Java compatible | ||
|interface = [[ASCII]] | |interface = [[ASCII]] | ||
|site = http:// | |site = http://plutonium.rlgclub.ru/ | ||
}} | }} | ||
Line 40: | Line 40: | ||
* 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:// | [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.