KleinRL

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(progress)
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* Movement, timing
 
* Movement, timing
 
* Moving pieces of wall around
 
* Moving pieces of wall around
* AI for movement
+
* Non-stupid AI for movement of important actors
 
* Combat system (will need balancing)
 
* Combat system (will need balancing)
 
* System of daemons to manage temporary effects
 
* System of daemons to manage temporary effects
Line 33: Line 33:
 
* AI for equipment management
 
* AI for equipment management
 
* Map memory
 
* Map memory
 +
* Something resembling balance
  
 
Features not yet implemented:
 
Features not yet implemented:
* multiple ring slots
+
* multiple ring slots (never mind)
* non-stupid AI movement
+
* more magic items/effects
* balance
+
  
 
[http://sliekas.org/quendus/kleinrl.zip download most recent release]
 
[http://sliekas.org/quendus/kleinrl.zip download most recent release]

Revision as of 05:09, 25 October 2010

KleinRL
Alpha Project
Developer Quendus
Theme Claustrophobia
Influences Crawl, Angband, DoomRL, TreasuRL
Released
Updated {{{updated}}}
Licensing Open source
P. Language Python
Platforms Windows, Linux, Mac OS
Interface ASCII, keyboard
Game Length short
Official site of KleinRL


KleinRL will be a 14DRL (having failed to be a 7DRL) by Quendus. It should be released on the 24th of October 2010. KleinRL is set on the surface of a Klein bottle, and has maze-like geography instead of rooms. Several of the actors in the game can pick up pieces of the wall and put them down again. The objectives might be randomised, and will include:

  • not getting killed by the 2 relentless pursuers who start with better equipment than the player (in a map that's small even for a roguelike)
  • possibly:
    • tracking down and defeating an extreme coward
    • preventing an extreme coward from getting eaten by a relentless pursuer

Inventories will be even smaller than in Angband (10 slots+equips), most items will be quite powerful, and enemies will use any nice items that they find discarded (no free destruction of objects). Features implemented:

  • Correct display of the player's locale
  • Map generation
  • Movement, timing
  • Moving pieces of wall around
  • Non-stupid AI for movement of important actors
  • Combat system (will need balancing)
  • System of daemons to manage temporary effects
  • Some magic items/effects (a lot more to come)
  • Line of sight
  • AI for equipment management
  • Map memory
  • Something resembling balance

Features not yet implemented:

  • multiple ring slots (never mind)
  • more magic items/effects

download most recent release

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