Author Topic: MnemonicRL  (Read 14985 times)

Fenrir

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MnemonicRL
« on: September 29, 2009, 12:52:11 AM »
Anyone know what's happening, if anything, in the development of MnemonicRL? The roguebasin page says to connect to the server for updates, but I can't connect. It keeps telling me that the server is down. I hope it's not dead.

getter77

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Re: MnemonicRL
« Reply #1 on: September 29, 2009, 02:20:46 AM »
My internet technicery  (not a word, as we all know I'm not savvy with PC tasks yet) yields that the developer has not been active on his youtube account for 1 month now.

While this alone isn't necessarily cause for alarm, it is something to bear in mind considering it had not yet achieved an official website.

We'll just have to see as we wait on things in early alpha, like this, and things that seemed MUCH closer like AstralHexRL...
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Fenrir

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Re: MnemonicRL
« Reply #2 on: September 29, 2009, 02:38:26 AM »
Well, I hope he comes back to it. I like the unusual setting and all the ASCII art. The game's manual gives me an e-mail address, so I might contact him.

getter77

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Re: MnemonicRL
« Reply #3 on: May 23, 2010, 01:04:52 PM »
MnemonicRL has been reborn as an Alpha again, aiming to rapidly smash through things this summer, single and multiplayer, and so forth.

http://mnemonicrl.blogspot.com/

Quote
Well, here goes, again.

After a year of schools, work, attempts at an SDL and Irrlicht
project... I realized that I miss MnemonicRL the most. This is my last
summer with this much free time, so I hope to make the best of it.

http://mnemonicrl.blogspot.com/    <--- There's a website now, and I
post daily!
Windows port, still cygwin   -->  http://www.roommateme.net/static/mnemonicrl-win.zip
http://jigstar.ath.cx:1024/files/mnemonicrl/mnemonicrl-src.tgz   <---
everyone else, you'll need Perl and POE and Curses with panels and
pads

This is an alpha. If you're expecting something better than last
summer, then wait longer.  At present, the only new features are the
singleplayer mode and my machine's uptime (should be 24/7 now). Within
days, I hope to post again to ask for help balancing gameplay. The
post mortem was pretty clear... I like to program, I've got ideas for
levels and objects, but when it comes down to the nitty gritty damage
formulas and stat-balancing of a roguelike, I'm helpless.

My immediate goals are to continue fixing the code (I've rehauled lots
of it to properly support singleplayer and multiplayer mode), get a
working turn-based mode (because some scenarios require it), and to
create some interesting themed dungeon sets. These'd be great for
singleplayer coffee breaks or, in multiplayer, for a party to attempt.
Aether Plains - a cloudy skyscape with elevators and a Zodiac-
inhabited celestial palace at the top
dungeon with a river - Which way does Cyphen's river flow? Trace it.
some forest - I love slithering through underbrush in real life and
exploring, and I'd like to capture this feeling somehow.

As for the roguelike/MMORPG/permadeath debate that this thread turned
into last year, please avoid that. The singleplayer mode will feature
the usual permadeath, because I intend to flesh out the 8 playable
classes and make them all worthwhile. In the multiplayer mode, death
in a party dungeon means a level/stat penalty and having to retry,
probably with a different group. If you have ideas or suggestions,
please discuss.

Thanks to any testers, and please get in touch with me here, on AIM
(breegstallion), or email if you have any problems running anything.
Have fun!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training