Difference between revisions of "List of Angband variants"

From RogueBasin
Jump to navigation Jump to search
(Tangaria)
Line 57: Line 57:
| [[FFVIIband]] || align="right" | || align="right" | 1999 || align="left" | {{defunct}} 1.0.3 || align="right" | 2.8.3
| [[FFVIIband]] || align="right" | || align="right" | 1999 || align="left" | {{defunct}} 1.0.3 || align="right" | 2.8.3
|-  
|-  
| [[First Age Angband]] (FAAngband) [http://angband.oook.cz/faangband/] || align="right" | November 28, 2005 || align="right" | October 28, 2012 || align="left" | {{stable}} 1.3.0 || align="right" | Oangband 0.7.0
| [[First Age Angband]] (FAAngband) [http://angband.oook.cz/faangband/] || align="right" | November 28, 2005 || align="right" | December 24, 2013 || align="left" | {{stable}} 1.4.4 || align="right" | Oangband 0.7.0
|- bgcolor="#efefef"
|- bgcolor="#efefef"
| [[Flavor Angband]] [http://www.angband.pwp.blueyonder.co.uk/flavor.html] || align="right" | || align="right" | 2001 || align="left" | {{stable}} r2 || align="right" | PernAngband 5.0.1
| [[Flavor Angband]] [http://www.angband.pwp.blueyonder.co.uk/flavor.html] || align="right" | || align="right" | 2001 || align="left" | {{stable}} r2 || align="right" | PernAngband 5.0.1

Revision as of 12:05, 21 July 2021

This is a list of Angband variants:

Name Creation Last update Last version Based on
Alex Angband [1] April 6, 2003 defunct 0.9
Angband for PSP [2] Jul 22 2005 defunct v0.4
Angband/64 (JAngband)[3] Feb 1, 1998 June 21, 2001 defunct beta 7 r2 2.7.9
Angband/65 [4] Apr 10 2009 defunct 0.0.1 3.1.1 dev
AngbandTK [5] Feb 4 1998 Oct 2001 defunct 2.9.2r2 Angband 2.9.2
Anime Angband (Animeband) [6] May 23, 2003 Jan 9th, 2007 stable 0.6.1 alpha 2.9.3
BAngband [7] Jun 27, 1995 defunct 0.2 2.4.fk
Cat and the hack Angband (CathAngband) [8] 1997 Sep 12, 2003 defunct 3.0.3 2.9.1
Chengband [9] April 19, 2012 βeta 0.0.91 Hengband
Conglomoband [10] Jan 19, 2002 Jan 31, 2002 defunct 0.0.1 PernAngband 5.1.0
Craftband [11] Apr 10 2009 Apr 12 2009 ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.

About Me and This Project

I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.

This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.

Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.

Description

BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.

I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.

Features

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.

The architecture follows this pattern:

[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]

I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.

Current Status

αlpha

This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.

Download

Feedback Welcome

As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` 0.2 || align="right" | 3.1.0

Cryptband [12] April 20 2010 June 19 2010 βeta 1.5
Cthulu Angband (CthAngband) [13] 1998 April 26, 2020 stable 6.4.0 Z 2.1.1
Cyberpunk Angband (CyAngband) [14] Jan 8, 2002 defunct 0.3.2 2.9.3
D11-Angband [15] Jan 14, 2002 ( βeta 1.1.0 2.9.3
DaJAngband [16] Dec 13, 2007 Apr 12, 2012 stable 1.3.5 Angband 3.0.9e
Dangband (Dan's Angband) "soon" defunct 2.9.3
Discworld Angband (Discband) [17] 2000 May 6, 2001 defunct 0.0.5 Zangband 2.4.0
Dragon Angband (DrAngband) [18] Sep 14, 1994 Oct 23 2003 defunct 2.9.9C 2.9.2, 2.4.fk
DvEband [19] 1999 βeta 1.0.1 2.8.3e
Easy Angband (Easyband) [20] 2001 stable 2.3 GSN2band 1.0
Entroband [21] November 4, 2005 stable 1.7.1 Hengband
EyAngband [22] Aug 13, 2000 Jan 27, 2003 stable 0.5.2 2.9.3
FAngband [23] Nov 17, 1993 Nov 23, 1993 defunct 1.0 1.3.1
FayAngband [24] April 27, 2011 October 5, 2011 stable 1.1 EyAngband
FFVIIband 1999 defunct 1.0.3 2.8.3
First Age Angband (FAAngband) [25] November 28, 2005 December 24, 2013 stable 1.4.4 Oangband 0.7.0
Flavor Angband [26] 2001 stable r2 PernAngband 5.0.1
Frazband [27] Oct 2006 defunct 0.4.1a ZAngband 2.6.2
FuryBand [28] Dec 1st, 2007 βeta 5.0/Gold ToME 2
Gerband [29] stable 2.6.1/1.5
Gileba Angband (GilAngband) [30] 2004 βeta 0.1.0
Goingband [31] 1998 βeta 2.8.3 v4 2.8.3
GSN2band [32] 2000 stable 1.0 2.9.1
GSNband [33] 2000 stable 2.1 Zangband 2.2.8
Gumband [34] Dec 24, 2000 January 20, 2010 stable 2.3.2 Zangband 2.1.1c
GW-Angband [35] 1996 Jun 18, 1999 defunct 2.8.3v3 alpha 2.8.3, 2.7.9v6
Hell Angband (Hellband) [36] December 30, 2009 stable 0.8.7
Hengband [37] Jul 2, 2000 July 13, 2004 stable 1.6.2 Zangband 2.2.8
IronBand [38] Aug 14th, 2008 stable 14Aug08 NPPAngband 0.5.0
IronMan Angband (Ingband) [39] 1999 defunct 0.2.0 2.8.3
The Iron Hells [40] 2004 defunct 1.0 alpha 6 unknown
Iso-Angband [41] 2003 Dec 21 defunct 0.2.4 2.9.1
KAmband [42] 31 Jan, 1998 30 Apr, 2001 defunct 2.1 Kangband 2.8.2c
KAngband [43] 5 Nov, 2001 defunct 2.9.3r1 2.9.3, 2.7.8
kokarage [44] Nov 9 2004 Apr 1 2006 βeta Hengband
LAngband [45] 2003 defunct 0.1.6 2.9.2
MAngband [46] 1997 April 27, 2009 stable 1.1.2 3.0.6
Michael Barnes' Angband (MJband) [47] 2000 defunct 0.0.6 2.8.5 beta
Multiclass Angband (Multiband) [48] 2002 defunct 1.0.3 2.9.2
NAngband [49] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.

About Me and This Project

I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.

This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.

Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.

Description

BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.

I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.

Features

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.

The architecture follows this pattern:

[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]

I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.

Current Status

αlpha

This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.

Download

Feedback Welcome

As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="right" | 2.9.3

No Pet Peeves Angband (NPPAngband) [50] Apr 24 2003 Oct 19 2013 stable 7.1.0 Angband 3.1.2
Non-Tolkienian Angband (NTAngband) [51] 2002 defunct 0.7 PernAngband 5.0.1
OangbandTK [52] 2001 Dec 16th, 2008 defunct 0.5.1r2 Oangband
Opinion Angband (Oangband) [53] Aug 9th, 1998 Dec 16th, 2008 stable 1.1.0u 2.9.2, 2.8.3
PernAngband [54] (Pern Angband) 1997 2002 defunct 5.1.2 ZAngband
Portralis [55] (New Angband) January 3, 2010 βeta 0.4 Build 001 New 1.7.1, Pern 4.1.5
Possessor Angband (PosBand) [56] Oct 17th, 2005 ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.

About Me and This Project

I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.

This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.

Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.

Description

BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.

I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.

Features

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.

The architecture follows this pattern:

[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]

I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.

Current Status

αlpha

This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.

Download

Feedback Welcome

As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` 0.9.9 Alpha 1 || align="right" | NPP 0.3.4

Programmable Angband (PAngband) [57] Jan 19 1999 defunct 0.1.1 2.8.3
Psionic Angband (PsiAngband) [58] 2001 defunct 1.3.0 2.9.2
Psionic ZAngband (PziAngband) Aug 11, 1998 defunct 1.1.0 2.8.3, Psi, Z 2.1.0e
PWMAngband [59] Jun 30, 2007 Oct 09, 2020 stable 1.4.0 build 4 MAngband 1.x, TomeNET 3.1.4, Angband 4.2.x
Quenta "soon" defunct 3.0.5
Quest Angband (QAngband) [60] 1997 defunct 2.8.2b 2.8.2
Quick Angband (Quickband) [61] Jul 2005 March 22, 2012 stable 2.05
Randomband [62] 2005 defunct 0.4.1 Zangband 2.6.2
Realistic Angband (RAngband) [63] 1999 defunct 1.05a 2.8.2
RePosBand [64] Feb 11, 2011 ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.

About Me and This Project

I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.

This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.

Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.

Description

BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.

I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.

Features

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.

The architecture follows this pattern:

[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]

I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.

Current Status

αlpha

This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.

Download

Feedback Welcome

As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` 0.6.4 || align="right" | PosBand

SBFband [65] 1999 defunct 0.2.2 Zangband 2.2.5b
sCthAngband [66] May 16, 2002 Jun 4, 2004 defunct 1.0.18 Cth 4.1.0
Sil [67] 2003 Jan 17, 2012 stable 1.0.1 NPPAngband 0.4.1
Silly Angband (Sillyband) [68] 1999 defunct 0.1.0 2.8.3
Skills Angband (Sangband) [69] Mar 3, 1994 Mar, 2011 stable 1.0.2 A 3.0.6; O 0.5.0, B 0.1
Steamband [70] Dec 24, 2007 βeta 0.4.1 2.9.3
Team Angband (TAngband) [71] 2000 defunct 0.6.0 2.8.3
Terminal Angband (TAngband) [72] 1999 defunct 2.8.3 r2 2.8.3
TinyAngband [73] Feb 25th, 2009 Mar 18th, 2009 βeta 0.0.3a XAngband 1.3.0
TKKband [74] defunct
TOband (Tactics Ogre Angband) [75] Apr 1 2004 Mar 7 2005 βeta PR10 Hengband
Tales of Middle Earth (ToME) [76] 2002+ May 12th, 2008 stable 2.3.5 Mangband 0.7.0
Tangaria (T) [77] 2019 April 28th, 2021 stable r1 PWMangband
TomeNET (Multiplayer ToME) [78] Mar 11 2017 stable 4.7.1 PernAngband 5.1.2
Troubles of Middle Earth (ToME) [79] 2002 2002 stable 2.3.5 Zangband 2.2.0, Z 2.1.2
Unnamed Angband (UnAngband) [80] Nov 4, 2000 19 Sep, 2011 stable 0.6.4b 2.9.7 Alpha 1, 2.9.0
Utumno [81] 1997 ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.

About Me and This Project

I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.

This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.

Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.

Description

BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.

I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.

Features

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.

The architecture follows this pattern:

[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]

I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.

Current Status

αlpha

This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.

Download

Feedback Welcome

As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` 1.0a5 || align="right" |

WoWband [82] defunct
XAngband [83] Apr 3rd, 2003 Mar 5th, 2009 stable 1.3.1 Zangband 2.4.0
Xband [84] Jul 9 2004 defunct 0.5.0 ZAngband 2.7.2
Yakband [85] defunct
Yin-Yangband [86] 1998 stable 1.0 2.8.3
Z+Angband [87] 2008 Dec 25, 2010 βeta 0.3.3 ZAngband 2.7.5pre1
Zaiband [88] 2007 Mar 04 2008 Jul 03 ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.

About Me and This Project

I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.

This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.

Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.

Description

BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.

I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.

Features

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.

The architecture follows this pattern:

[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]

I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.

Current Status

αlpha

This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.

Download

Feedback Welcome

As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="right" |

ZAngband [89] 1994 5 Jun, 2005 stable 2.7.5 2.8.1, 1.4.0
Zceband [90] 1999 defunct 2.1.3 Zangband 2.1.1c

Related topics

Resources