Numenfall

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Revision as of 13:31, 6 August 2011 by Xan (talk | contribs) (Legend of Siegfried 0.1.5 released)
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Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/2/2011
Updated 8/6/2011
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 0.1.5 (Windows); requires .NET Framework 4.0
Download 0.1.5 (Linux); requires Mono
Forums
Development Blog
0.1.0 Gameplay video

Screenshots from 0.1.0

Overworld
Dungeon


Changelog for 0.1.5

This is the last release before the ARRP on Sept. 18, on which I plan to release version 0.2.0, which will include much more interesting towns and cities, and well as implement dialogue and quests, although the main focus will be filling out the current features with content.

Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.

* Added alchemy system, one recipe, another herb
* Added various new content
* Added wilderness encounters
* Added 2 backgrounds
* Added at least 5 new skills
* Various activities now train attributes
* Weapon skills now give a slight dodge bonus when facing those weapons
* Reworked NPC starting experience, stats, and skills

Features

Currently implemented features:

* Basic alchemy
* Autoexplore and goto
* Basic magic/spell system
* Score keeping, and high score list
* 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:

* 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:

* Item containers
* Inter-game interaction