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(Cross-posted between rec.games.roguelike.misc and rec.games.roguelike.development, for what I hope will be obvious reasons.) I've put off posting about this for quite some time now, but a gentle prod from one player convinced me to get off my duff about it.... The summer before last, when Neverwinter Nights had just been released, I created Neverogue (Neverhack was taken), a module for it with Roguelike games as its primary inspiration. For those of who who are not familiar with it, Neverwinter Nights is a computer RPG created by Bioware with, as its primary selling point, extensive user-accessable development tools and module creation possiblities. Some of the homespun modules for the system are pretty slick, and the tools are flexible enough that there are a good number of interesting things that can be put into such a game. Among the advantages: built-in multiplayer and networking (up to 64 players in one game), monster AI, all graphics issues taken care of by the server, excellent graphics besides, a ready-made library of D&D 3rd edition items, a system by which more can easily be created, general D&D 3rd edition compliance and an actual interface outside of double and triple duty for many letters of the alphabet. Disadvantages include: Having to custom-code a Roguelike item identification system (possible, but difficult), a lack of special command possibilities, the lack of facility for random dungeon generation (Neverogue uses a large number of pre-made levels that are stocked and mixed up somewhat randomly), and the frustration of dealing with a language that wasn't designed to be quite *this* flexible. Anyone who's played Diablo and thought "this would be cool if it were more like a real Roguelike" should be interested in this project. If you guys are interested I'll post more, but for now I'll just wait and see if you guys care about my silly little creation (which I still quite proud of -- there's some neat ideas in there I'd say). http://www.hiddenglade.com/neverogue/
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