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Legend of Siegfried | |
---|---|
Alpha Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE |
Released | 7/2/2011 |
Updated | 7/7/2011 |
Licensing | Open source |
P. Language | C# |
Platforms | Anything that works with SDL.NET (Windows, Linux) |
Interface | ASCII, Keyboard |
Game Length | Indefinite, nunc |
[Forums Official site of Legend of Siegfried] |
Links
Download 0.1.1 (Windows); requires .NET Framework 4.0
Download 0.1.1 (Linux); requires Mono
0.1.0 Gameplay video
Screenshots from 0.1.0
Changelog for 0.1.1
* Added rudimentary town layout * Added shops and shopkeepers, watchmen and commoners * Added help message at beginning of game and changed representation of key codes when displaying keybindings * Reworked experience system and skill progressions * Added flammable property for items (such as scrolls) * Corpses now decompose * Added force attack command (Tag = 'ForceAttack') * Added activation command (Tag = 'Activate') * Implemented items that do not generate randomly * Various cosmetic improvements * Reworked starting equipment; you now start with gold as well * Added new content * The game version is now shown in the window title * Games are now deleted upon death. (they are not deleted on loading because of the chance of crashing) * Fixed grammar mistakes with boots and bracers * Fixed a bug with saving games * Fixed some issues with displaying messages about things you shouldn't be aware of * You can no longer drink potions or read scrolls in restricted areas (e.g., the overworld map) * You are no longer given the option to load a game if no saved games exist
Features
Currently implemented features:
* Shops * Basic settlements * Field of view and light sources * Random world generation * A small selection of items and monsters * Several dungeon environments * Basic melee and missile combat * Basic weapon skills and a few non-combat skills, with a basic training framework * Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well * Pre-set quests * Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places * Multiple damage types * Natural weapons and special effects (e.g., rats can transmit disease through their bite) * Monsters are the same type of game entity as the player, and wield weapons, use items, etc. * Random item generation * Extremely extensible property-driven event system * Advanced and descriptive messages with dynamic grammar system * Various senses (sight, hearing, etc.) for different perceivable things * Time of day, i.e., day/night cycle with varying visibility * Saving/Loading * Abstract goal-based AI for monsters and NPCs * Various dungeon features (doors, decorations, etc.) * Materials and qualities for items * Many state modifiers (poison, diseases, bleeding, etc.) * 19 types of terrain * Customizable interface and keybindings
Planned features:
* Score keeping, and high score list * Races and backgrounds/classes * Monster and item descriptions, memory * Hundreds of items and creatures * Many different locations, dungeons, complexes, etc. * Diverse effects for different weapon types and styles * Many, many skills * Activatable items, skills, and powers * Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc. * Weather patterns * Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.) * ...and more...
Possibly future features:
* Inventory restrictions (weight or size or some other criteria) * Item containers * Inter-game interaction