Kalyp - a fantasy based roguelike game in Java, focusing on the artificial intelligence for the non-player characters and game design with a scripting language.
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The Kalyp roguelike game project releases version 0.3.4-alpha. This release of Kalyp is probably the most untested version with most new features and some rewrites including A-Star (A*) pathfinding, AI improvements, spells, towns, mine levels (new map generators) and daylight on outdoors levels. The next release will concentrate on fixes. See docs/history.txt for full changelog.
+ Dungeon entrances near mountain edges + Speaking with #chat + Aural events (sounds of fighting and doors) + Mines (dungeon generator, mine workers, pick-axes, gems...) + Kicking (CTRL-D) + Pathfinding rewritten to A* (A-Star) algorithm + Artificial Intl: opinions on matters (friend/enemy) + Random town generation + basic wandering townfolk + Map generation features ("building blocks", for outdoors mostly) + Spell of ESP + Spells and simple known spells list, casting + Eating from the floor + Improvement to long distance moving + Long range weapons (bows and arrows) + Day and night time + Inventory selection filters by action type + Grammar redesign, *ngbandish name encoding and formatting + Hunger and starving to death, eating gives nutrition + Upheld spells, can act like attributes (haste rewritten) + Redesign: DirectionalSpells - casting asks for direction, not f.e. wands + Blinded and dark vision attributes + Redesign: DirectionalSpells - casting asks for direction, not f.e. wands + Blinded and dark vision attributes + Boots of speed + Spell and potion of haste + Character attributes and effects: hasted + Encumbrance and character size + CTRL-G displays game date and time (world clock) + CTRL-L refreshes screen + Bugfix: cannot drop cursed weapons/armor + Bugfix: keyboard control when an item requests for control during the game round + Lots of new armor types + Wand of striking + Fix: player name capitalized + Some monsters now leave corpses behind when they die + Monsters now leave carried items behind when they die + Design: spells are now located in game.spells package and are implemented as actions (design pattern) + Re-factoring: potion of healing uses HealingSpell + Wand of create monster + Wand items, (z)apping wands + Bugfix: named item creation doesn't allow multiple quantities of weapons, armor or rings + Bugfix: FloodFill.randomPoint() takes count of SpecialTiles + Special room generators + Secret doors, (s)earching
+ Dungeon entrances near mountain edges + Speaking with #chat + Aural events (sounds of fighting and doors) + Mines (dungeon generator, mine workers, pick-axes, gems...) + Kicking (CTRL-D) + Pathfinding rewritten to A* (A-Star) algorithm + Artificial Intl: opinions on matters (friend/enemy) + Random town generation + basic wandering townfolk + Map generation features ("building blocks", for outdoors mostly) + Spell of ESP + Spells and simple known spells list, casting + Eating from the floor + Improvement to long distance moving + Long range weapons (bows and arrows) + Day and night time + Inventory selection filters by action type + Grammar redesign, *ngbandish name encoding and formatting + Hunger and starving to death, eating gives nutrition + Upheld spells, can act like attributes (haste rewritten) + Redesign: DirectionalSpells - casting asks for direction, not f.e. wands + Blinded and dark vision attributes + Redesign: DirectionalSpells - casting asks for direction, not f.e. wands + Blinded and dark vision attributes + Boots of speed + Spell and potion of haste + Character attributes and effects: hasted + Encumbrance and character size + CTRL-G displays game date and time (world clock) + CTRL-L refreshes screen + Bugfix: cannot drop cursed weapons/armor + Bugfix: keyboard control when an item requests for control during the game round + Lots of new armor types + Wand of striking + Fix: player name capitalized + Some monsters now leave corpses behind when they die + Monsters now leave carried items behind when they die + Design: spells are now located in game.spells package and are implemented as actions (design pattern) + Re-factoring: potion of healing uses HealingSpell + Wand of create monster + Wand items, (z)apping wands + Bugfix: named item creation doesn't allow multiple quantities of weapons, armor or rings + Bugfix: FloodFill.randomPoint() takes count of SpecialTiles + Special room generators + Secret doors, (s)earching
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