Difference between revisions of "Ascii Wilderness"

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|licensing = Public Domain
|licensing = Public Domain
|language = [[Lua]] 5.0
|language = [[Lua]] 5.0
|platforms = Win xp/vista/7
|platforms = Win XP or later
|interface =  
|interface =  
|site = http://asciiwilderness.blogspot.com/p/ascii-wilderness.html
|site = http://asciiwilderness.blogspot.com/p/ascii-wilderness.html
|length =  
|length =  
}}
}}
'''Ascii Wilderness''' is a roguelike by '''[[User:Rustle|Russell Ackerman]]''' written in the language '''Lua''' using the Slang graphics library, aiming at wilderness and possibly post apocalyptic survival in the spirit of the game UnReal World, terraria, minecraft, and fallout.
'''Ascii Wilderness''' is a roguelike by '''[[User:Rustle|Russell Ackerman]]''' written in the language [[Lua]] using the Slang graphics library, aiming at wilderness and possibly post apocalyptic survival in the spirit of the game UnReal World, Terraria, Minecraft, and Fallout.
released to the public in 12.22.2011,
Released to the public on 12.22.2011,
the code is '''Public Domain''' for community use - so lua programmers knock yourselves out.  If you use it for your own project, please keep it public domain!  For the future of humanity and videogames everywhere!
the code is '''Public Domain''' for community use - so Lua programmers knock yourselves out.  If you use it for your own project, please keep it public domain!  For the future of humanity and videogames everywhere!


'''Current Version:''' Pre-Alpha: Minor features implemented.
'''Current Version:''' Pre-Alpha: Minor features implemented.
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[http://asciiwilderness.blogspot.com/p/ascii-wilderness.html Ascii Wilderness Homepage]
[http://asciiwilderness.blogspot.com/p/ascii-wilderness.html Ascii Wilderness Homepage]


'''--Current Features:'''
--A-star pathfinding


--Game is Pre-Alpha but stable, expect a few crashes and some minor graphics glitches.


--Deers herd according to sound... Ghouls hear sound and wake up and pathfind towards the thing that made the sound.
=Current Features=
*A-star pathfinding


--Sleepiness, Sickness, Hunger, Thirst up and running!
*Game is Pre-Alpha but stable, expect a few crashes and some minor graphics glitches.


--Lamps and torches that work properly at your start location (except for bullseye lantern).  Light the wick, open and close the shutter, and adjust the wick (to increase or decrease light and fuel burned).
*Deers herd according to sound... Ghouls hear sound and wake up and pathfind towards the thing that made the sound.


--Deer that herd and sometimes individuals become stragglers...
*Sleepiness, Sickness, Hunger, Thirst up and running!


--pickup and equip a bow and fire an arrow to kill a deer, use a knife on the corpse to acquire meat.
*Lamps and torches that work properly at your start location (except for bullseye lantern).  Light the wick, open and close the shutter, and adjust the wick (to increase or decrease light and fuel burned).


--Due to a new flurry of recent programming, many minor features are being rewritten so expect some new behavior as some code is years+ old.
*Deer that herd and sometimes individuals become stragglers...


'''--Planned features:'''
*pickup and equip a bow and fire an arrow to kill a deer, use a knife on the corpse to acquire meat.


--processor-friendly animal and plant "ecology" simulation.  Deer eat grass, grass regrows.  Next, wolves eat deer, deer breed and pass on features to young. Some pretty simple rules could create a lot of fun variety in the game world!
*Due to a new flurry of recent programming, many minor features are being rewritten so expect some new behavior as some code is years+ old.


--Crafting of all kinds of items in the spirit of Sammi Marannen's Unreal World and Minecraft and Terraria etc.
=Planned features=


--Agriculture and animal husbandry with a balance of realism and fun playability.
*Processor-friendly animal and plant "ecology" simulation.  Deer eat grass, grass regrows.  Next, wolves eat deer, deer breed and pass on features to young.  Some pretty simple rules could create a lot of fun variety in the game world!


*Crafting of all kinds of items in the spirit of Sammi Marannen's Unreal World and Minecraft and Terraria etc.


------------------------------------------
*Agriculture and animal husbandry with a balance of realism and fun playability.
An article on Denizen Herding based on Ascii Wilderness code:
 
http://roguebasin.roguelikedevelopment.org/index.php/Denizen_Herding_Behavior
=See Also=
* An article on [[Denizen Herding Behavior]] based on Ascii Wilderness code.

Revision as of 09:29, 30 June 2013

Ascii Wilderness
Alpha Project
Developer Russell Ackerman
Theme Survival
Influences UnReal World, Terraria, Minecraft, Fallout, Angband
Released 2011
Updated
Licensing Public Domain
P. Language Lua 5.0
Platforms Win XP or later
Interface
Game Length
Official site of Ascii Wilderness


Ascii Wilderness is a roguelike by Russell Ackerman written in the language Lua using the Slang graphics library, aiming at wilderness and possibly post apocalyptic survival in the spirit of the game UnReal World, Terraria, Minecraft, and Fallout. Released to the public on 12.22.2011, the code is Public Domain for community use - so Lua programmers knock yourselves out. If you use it for your own project, please keep it public domain! For the future of humanity and videogames everywhere!

Current Version: Pre-Alpha: Minor features implemented.

See this site to download: Ascii Wilderness Homepage


Current Features

  • A-star pathfinding
  • Game is Pre-Alpha but stable, expect a few crashes and some minor graphics glitches.
  • Deers herd according to sound... Ghouls hear sound and wake up and pathfind towards the thing that made the sound.
  • Sleepiness, Sickness, Hunger, Thirst up and running!
  • Lamps and torches that work properly at your start location (except for bullseye lantern). Light the wick, open and close the shutter, and adjust the wick (to increase or decrease light and fuel burned).
  • Deer that herd and sometimes individuals become stragglers...
  • pickup and equip a bow and fire an arrow to kill a deer, use a knife on the corpse to acquire meat.
  • Due to a new flurry of recent programming, many minor features are being rewritten so expect some new behavior as some code is years+ old.

Planned features

  • Processor-friendly animal and plant "ecology" simulation. Deer eat grass, grass regrows. Next, wolves eat deer, deer breed and pass on features to young. Some pretty simple rules could create a lot of fun variety in the game world!
  • Crafting of all kinds of items in the spirit of Sammi Marannen's Unreal World and Minecraft and Terraria etc.
  • Agriculture and animal husbandry with a balance of realism and fun playability.

See Also