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RTS gameengine contributions to Stratagus. RPG mode, first-person mode, underground areas and more are planned. A distribution of Stratagus with the contributions compiled in will also be released here.
MUD engine, enables interaction with text-only, XML clients. Has on-line/in-game world creation capability. WotC's OGL SRD and Java based, capable of scalable worlds across distributed servers. In short a next generation MMORPG engine.
Open-Source Massive Multiplayer Online Role-Playing Gameengine. Server is semi-free, open for non-commercial use. Client is free software and the content is proprietary. Rehash from a 5-year-old project, active again since august 2007.
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The Freya GameEngine is a cross platform Java API for writing multiplayer turn based games. The engine produces XML turn descriptions based on XML command files and XML data dictionaries.
TimeSnake is (will be) a real-time, network capable gameengine, kept modular to facilitate portability. Emphasis on keeping frame rate high, for a level playing field in competitive gaming. Dragon Fly is the first game using TimeSnake, a 3D fantasy base
CrystalNight is a web-based CGI gameengine for a genre of game best described as "breeding" game. Meaning you, breed/train monsters/animals/etc. This is a gameengine so the specifics for any game using it would need to be defined in the database.
PaulRPG: A free role playing gameengine, to enable people to create free "Final Fantasy" style games. The data file formats are reasonably cross-platform supportable, they would just need an interpreter for the different platforms.
A role playing gameengine in Java along with necessary design tools to allow even beginner game designers to start into the world of game development and design. Based loosely on early Final Fantasy engines with enchancements.
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The Unknown Hero is a volunteer-made project to create a modular, customizable, 3rd-person singleplayer, Adventure/RPG computer game with an original storyline. The engine will be extensible and cross-platform, based on CrystalSpace3D.
The Complete Roll Playing GameEngine is an engine that can be used to create roll playing games. It includes programs to build characters, monsters, and worlds. cRPGe currently uses the AD&D rules set.
Alfaws is a customizable, multi-user gameengine. Every object, character, & room is programmed to respond to events. Players can customize their own event handlers, thus changing their fighting style or having their character behave as they would.
judge - an OO mud (multi user dungeon) engine based on a client/server architecture and written entirely in java. This d20 based gameengine will eventually make use of JINI to allow certain functions to be performed locally or by other dedicated servers
Amoeba RPG engine is an rpg engine in the style of early Final Fantasy games. It will be implemented in Mozilla (xul,js) and
based upon a game xml language.
Asplosion RPG Engine is a command-line RPG (role-playing game) engine. Unlike other rogue-like game (such as Nethack), Asplosion focuses on party-based gameplay.
Doro is a text based roleplaying gameengine, written in Ruby. It is designed to be modular and flexible replacement for traditional 'hardcoded' engines like Diku. Main website at http://www.foo.me.uk/doro/
This is a multi-tiered, massively multiplayer online role playing gameengine. It has a database layer, two game rules layers, and the client layer. The initial client is Doom 3 based. An initial game world will be developed for the engine as well. Th
It's a browser based space mmorpg game called Pulsar Online. It was launched in mid 2011. Game is playable, functional, although it lacks some planned and required features like port raiding, better UI, more RPG and so on. All PHP developers are welcome to develop new functions and fix old bugs.
Eye Swindle is a java port of the Infinity RPG engine. Project will focus on flexibility and user tools, rather than providing a faithful implemention for the original Infinity titles.
An engine and meta-model for building role-playing games. Allows the developer to focus strictly on the model (or "world" of the game) and the interactive experience for the end-user.