Difference between revisions of "List of Angband variants"
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| [[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" | | | [[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 | ```
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 ProjectI'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. DescriptionBrogueMCP 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
Technical DetailsMy 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 StatusThis 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. DownloadFeedback WelcomeAs 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] | ```
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 ProjectI'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. DescriptionBrogueMCP 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
Technical DetailsMy 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 StatusThis 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. DownloadFeedback WelcomeAs 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 | ```
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 ProjectI'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. DescriptionBrogueMCP 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
Technical DetailsMy 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 StatusThis 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. DownloadFeedback WelcomeAs 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 | ```
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 ProjectI'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. DescriptionBrogueMCP 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
Technical DetailsMy 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 StatusThis 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. DownloadFeedback WelcomeAs 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 | ```
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 ProjectI'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. DescriptionBrogueMCP 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
Technical DetailsMy 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 StatusThis 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. DownloadFeedback WelcomeAs 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 | ```
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 ProjectI'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. DescriptionBrogueMCP 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
Technical DetailsMy 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 StatusThis 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. DownloadFeedback WelcomeAs 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
- Angband
- Angband version history includes release dates for variants.
Resources
- Angband Variant Repository, at github
- Variant list, on the Angband ladder site
- Zaimoni variant archive at www.zaimoni.com
- Angband variants, on thangorodrim.net
- Angband Variants Page, dedicated to Amiga variants.