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Traditional Roguelikes (Turn Based) / Lanarts (now at 8/22/13 v0r12)
« on: June 18, 2012, 12:03:00 PM »
http://www.reddit.com/r/gamedev/comments/v6nwa/open_source_realtime_roguelike_game_c_ive_been/
http://adam-dev-blog.blogspot.ca/
https://github.com/ludamad/lanarts
Also looks rather promising indeed and interesting to see a co-op intentioned slate of aims too.
http://adam-dev-blog.blogspot.ca/
https://github.com/ludamad/lanarts
Quote
Hi all. I'm a programmer from Ontario with a passion for programming, that as of recently works full-time as a maintainer for icedtea-web (open source java plugin).
My interest with programming started with game development, but there have been many detours in the years since. Now, I've decided to go back into game development, and hopefully get an open source project started. The game is called Lanarts (read lan arts), and is hosted on http://code.google.com/p/lanarts, using git for version control.
Here's screenshots to start off with: http://www.64digits.com/users/ludamad/lanarts_screenshot.png http://www.64digits.com/users/ludamad/gameshot.png
Windows download: http://code.google.com/p/lanarts/downloads/detail?name=lanarts_bin.zip
This idea was conceived last summer and progress was initially slow as I did not want to use a pre-built engine. The game is now in good state of progress and is well on its way to becoming a fully featured game.
Main design philosophy:
The game will play like a real-time rogue-like (http://en.wikipedia.org/wiki/Roguelike)
The game will be highly customizable, currently the game has rudimentary scripting with Lua (much work to be done here), and all game data is in human-readable YAML files
The game will feature as much procedural (ie, randomly generated) content as possible. Only features that greatly affect game balance will be static
The game will discourage grinding of any sort, in theme with roguelikes (and much the reason I don't play traditional RPGs anymore)
The game will be mainly meant to be a co-op game that is played from start to finish by a group of friends with heavy team play. However single-player will viable too.
I work on the game every day, but my plans for the game are still out of reach of my coding hours. Development happens on the /dev/ branch, while a more stable version sits on the /master/ branch. If more developers are interested I will almost certainly start doing feature branches along with having a dev branch.
Current state and development goals:
Currently the game has randomly generated levels that work fairly well
The game makes use of a lot of open source graphics, especially from Dungeon Crawl. I would love if open source artists contributed unique art to the game. Currently very few graphics are original to the game.
The game features all of its data in human readable files. If you can't code, do any art, and still want to contribute to a game - please contact me! I am very interested in people that will create balanced game content. Currently I am looking for people to create enemies, levels, weapons, and in the future with some rudimentary lua coding, spells will be quite do-able.
Lua scripting handles how items are used and other features, this will be greatly expanded. I am looking for lua scripters in the long-term to create much of the content. I hope to soon have level generation scripts that will allow for customization.
And lastly, the engine is hand-written in C++, with much modularization. C++ programmer help is greatly appreciated. I would be more than happy to get anyone up to speed if they are interested in helping.
TL;DR I've been making this game myself and it's getting lonesome. I'd appreciate any help - game testers, content designers, game artists, C++/lua coders, etc
Cheers, Adam Domurad
Also looks rather promising indeed and interesting to see a co-op intentioned slate of aims too.
