Author Topic: UgaritRL (Now at Build 75)  (Read 3286 times)


  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4954
  • Karma: +3/-1
    • View Profile
UgaritRL (Now at Build 75)
« on: November 13, 2012, 02:02:40 AM »
Formerly the WIP Angelband, and now something far removed----it is alive but in slow dev.

UgaritRL will be a rogue-like inspired by a variety of different games and programmed in Java by one person. The game is both free and open source but is more of a pointless demo than an actual game at this time.

The zip file contains source code and resource files only, most of which are also included in the Windows setup file. I will sporadically upload new builds, and any feedback will be appreciated. Email feedback to cowgod14[at] ([at] = @, but it confuses spam bots this way) or post it on our Facebook page.

Current Game Features

    -The game engine currently consists of a character that can move around the screen, read signs, open a door, talk to an npc, use a teleporter, and travel to the world map.
    -A small amount of miscellaneous artwork of varying quality. No music or sound yet.
    -A spiffy map editor that can handle the limited capabilities the game engine has at this time.
    -A character assembler program for assembling character images from images of each body part.

Here are some features that will make UgaritRL unique among rogue-likes:

    -More mental than Binding of Isaac.
    -Fully graphical (though with minimal graphics) - no ASCII mode
    -Unique 3-option character development system inspired by Breath of Death VII
    -A crafting system modeled upon Terraria's, but with less detail
    -RTS-like buildings
    -Easy resource gathering
    -Ally creation, much like in Geneforge, but possibly customizable like army units in Sid Meier's Alpha Centauri
    -Includes a map editor for creating new scenarios
    -Based loosely upon ancient middle eastern myth (particularly Canaanite myth)
    -Humans are livestock!

Next Updates

    -Add aspect selection screen
    -Add inventory system and openable containers
    -Add crafting
    -Allow multiple items per tile of the map (maybe)
    -Update dialogue screen to include HTML (maybe)
    -Add more items to item list

Release Date: 2023/08/11 (Tentative)

Latest changelog of the giant list onsite:

gui: WPViews are now replaced by SwingLogicCards, which store JComponents instead of WContainers
gui: WPViewList classes are now VSwingCardList classes
gui: SwingWidgetPanelLogicCard wraps a JWidgetPanel (with a WTopLayerContainer) around a WContainer
gui: JPseudodesktop now allows switching JComponents for the main view using SwingLogicCards
refactor: created oc.swing.event package for ActionListeners and so forth
refactor: created oc.swing.lookandfeel package for Layout classes
rename: oc.widget.view -> oc.swing.logic
gui: moved keyboard reactor adding code to the main game panel
gui: map editor is decorated when it's in a windowed mode
gui: eliminated overlay renderers
refactor: eliminated WTopLayerContainer, and included the ability to set a top-layer container in JWidgetPanel
warnings: java version is output at beginning of program
refactor: eliminated cursor classes
gui: moved cursor-setting code into SwingWidgetPanelLogicCard so that it sets the cursor for its JWidgetPanel
rename: ArrayKeyReactor "wasXPressed" methods are now "isXPressed"
refactor: moved key state changes to ControllerButtonState
gui: updated ClickMouseReactor to handle button releases
bug fix: .exe files are no longer broken
java: upgraded to java 7 update 6

bug fix: game's TileDisplayArea checks for left release events instead of click events
(this isn't affected by the button use of other cards any more because everything's in Swing panels)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training