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A roguelike by Nathan. It will be awesome.

Written in C++. Currently lacking in just about everything. Written on windows 7 in cygwin; It is intended to be cross platform. The source code currently compiles in windows under cygwin or in mingw. It also compiles without complain on gnu/Linux! It is completely untested on Macs though, so if you compile it on one let me know please! A compiled binary for windows exists! I'm pretty sure it works!

UPDATE Oh hey, look at me putting all that effort into making a working Windows release, getting overexcited, then forgetting to put up an up to date copy of the source for said release for everybody else! Sorry to you, 11 people as of my typing this who downloaded the old source tarball from May! I'm new to this! An up to date version with my snazzy new level generator and a bunch of other fancy stuff is now up.

I also make use of a C++ implementation of the Mersenne Twister for random number generation, taken from here: http://www.bedaux.net/mtrand/

Older image showing placeholder monster "TERRIBLE BEAST" making the player wish they were never born.

There are currently no monsters other than very low level ones, so once you are sufficiently powerful it just kind of becomes a big slaughter fest, as seen in the above image from the windows version.

Current features:

- Monsters! They run straight towards you and sometimes cast spells, if they know them! Sometimes they try to surround you! (ohno)

- Weapons and armor! They have differing damage types. Every weapon has an array of damage types, as does armor. Currently there is no description related to this. It's just there, in the background. Well, except for the fact that only cutting damage splatters blood all over the friggin place.

- Critical hits! Cutting weapons make you bleed or cut off heads. Everything has the potential to disarm!

- Duel wielding! You can wield a weapon in each hand. It is REALLY HARDCORE.

- Shields! You can parry with regular weapons too, but it's not as effective.

- Sundering! Items used to block accumulate damage and eventually break.

- Potions! There's a bunch of potions and if you (q)uaff them stuff happens. Mostly this stuff is poison. Which reminds me...

- Poison! Your health will degenerate if you're poisoned. LIFE IS PAIN.

- Randomly generated levels of random size! Your view scrolls to show where you are! It's amazing. The current algorithm for generating maps is kind of shitty, but it is a decent start. I will make it better once I get more features added.

- A basic magic system! Spells known by various monsters are saved and described in the definitions files. Spells are also set up in a definition file! Right now only damage dealing spells exist, but it will be easy to expand from this basis.

- Scrolls and wands!

- A basic skills and stats system! Stats advance automatically as you take advantage of them. Skills are chosen upon level up. More need to be added, though! Some could be one time only feats. Some could be inaccessible unless certain conditions are met. The possibilities are wide open at the moment.

Planned features (long term):

- Maybe quests! Maybe I well add an overworld? Or a town. Who knows? It will, of course, all be randomly generated, whatever I go with.

- Nemisis's! I want to put in memorable foes with memorable names who you will encounter more than once. Monsters with names who manage to escape you should come back later even stronger than before and maybe be significant to whatever randomly generated quest you happen to be going on. Think the rival from Pokemon, except instead of having friendly Pokemon battles you're trying to kill them with a knife.

- Holes in the floor! There should be holes in the floor that, if you jump into them, lead to the next level. Maybe deep shafts will go down several floors? Falling will hurt a lot, but if you survive then maybe you can skip ahead and be in extreme danger of getting killed by whatever horrible monsters live down there. Maybe you can get rope and go down safely?

- Duct tape! They way items are written currently, it would be easy to combine the stats of multiple weapons. There should be MAGICAL DUCT TAPE which will attach items together and combine their properties, so you can get a club-sword-ring of sustinence. Or maybe a mace-sword-potion of healing that makes you feel better when you lick it, and makes enemies feel worse when you hit them with it.

- Classes and races and all of that other basic stuff that everyone has. BORING. Maybe it'll be totally customizable, like in DoomRL where you just pick special upgrade type things as you level up, along a tree maybe. I want to avoid having every winner look the same; there should be multiple ways to be successful.

- I want to add randomly generated artifacts. Bonus would be if you have to figure out how to activate them. Suppose you have a "Glowing lamp" and you need to figure out that you need to ":rub" it to activate whatever magicaly effect is associated with it. Or maybe you find a "vibrating spoon" and you need to ":lick" it to activate its magic. Since typing this over and over again would be annoying, perhaps there would be a prompt for method of usage. The player could hit "u" for use, and then they will be asked "How will you use this item?" and you can type in "LICK IT" and then you will lick it and if it activate the object, SUCCESS. The technique is remembered in the future so all you have to do is (u)se it. Otherwise, you have to keep guessing.

- Related to the above, a thesaurus should be included. Different people will think of different words which mean the same thing and that could just be annoying. And who the hell knows what the brits will think of? Every time I talk to a brit I hear yet another strange word for something pedestrian.

- I need to add a win condition of some sort. At the moment I'm just working on the engine but pretty soon I'm going to have to actually come up with a storyline and some goal for the game. Friiiig.

- Monsters should be able to feel fear.

- Bartholomew Roberts.

Plans as of April 28th (short term, next week or two):

- Item stacking! April 28th : Got it! Potions and scrolls now stack. I will probably make other things stackable too but for a start, it works!

- Two handed weapons! May 13th : BOOM. Also, this scales by size so you could get an ogre whipping a halberd around one handed.

- Missile launchers! Needs the above two (bows are two handed, and ammo needs to stack) May 15th : Done!

- Going up and down floors! May 19th : Finished! It isn't very interesting right now but that is okay.

- Repopulating map with new monsters! May 20th

- UPDATE MAY 24TH - Lets be honest, that stuff lower down on the list is boring. Instead I'm working on random map generation!

- Write the save/load stuff again to be easier to edit and add things to.

- Generalizing the above, I should go through everything and get rid of parts where I repeat myself a lot, such as the item generation and placement code.

- Properly working windows executable to release!

NEWS :

June 11th, 2011 Busy repainting my living room and getting ready to move to Toronto. Will probably be too busy to make any updates for the next couple of weeks.

May 30th, 2011 Got stacking and missile weapons in! Monsters don't use them yet, but I'll get to it. I've been working on a new map generator and wandering monsters. I'm liking the results so far! Though, I really do need to get a proper windows version working.

May 4th, 2011 I've gotten distracted by playing Rome: Total War, but don't worry! I'm at 25 out of 50 regions I need to conquer to beat the game so I'll be back to coding in no time.

April 28th, 2011 Finished my last list of short term plans. Time to come up with a new one!

April 15th, 2011 That's right motherfuckers! I'm back!

April 7th, 2011 I've been busy as the fucking dickens over the last couple of months, but development will continue within the week for sure! Just you wait!

NOTE :

I know narwharl is spelt wrong.

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