2010
07.10

New libtcod projects spotted

Magnuscanis is a turn by turn roguelike at tech demo stage. It’s main distinctive features so far are directional fov, footprints (reminds me I have to do the footprint / ground trampling stuff in The Cave…) and BSP towns. Β It also has some pretty nice ground shading. There’s already a playable demo.

Check the updates there :

http://magnuscanis.com/

Goblin camp is a pretty ambitious roguelike. Indeed, it’s aiming at no less than Dwarf Fortress, but with a higher management level. The project is pretty young, but already quite advanced. I personally regret that Ilkka, the developer, is not using background colors, but I guess he’d rather follow Dwarf Fortress’ path instead of going where there is no path and leaving a trail ;).Β We’ll see if he can find as much mojo as Tarn to keep going with his project. As Platon said (or was it Christiano Ronaldo ? whoever), “Talent is nothing, knowledge is nothing, dedication is everything”. No releases yet but you can find updates here :

http://www.goblincamp.com/

8 comments so far

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  1. Both look very promising πŸ™‚

    I never played a RL that displayed footprints, what’s the use? The visuals are very nice though. The name Goblin Camp is awesome πŸ˜€ I hope they take a more pragmatic approach than Dwarf Fortress, because not everyone is Toady πŸ™‚ Also — mouse support please!! πŸ˜€

  2. Concerning the cave, footprints are mainly use to give hints of creature presence. It will be used for tracking game while hunting in forests. Not sure it can be used in the cave itself (a cave’s ground rarely leaves footprints…)

  3. Footprints were put in because I thought I’d somehow (?!) use them in a stealth based game so alerted monsters could track you through sand. Whether it works out that way, who knows!

    Goblin camp looks good so far. Can’t wait to see what happens with future dev and mods which are already underway.

  4. Mouse support is already in goblin camp and it has a great, easy to use interface. Been playing it on and off for the last few days.

  5. Well then Goblin Camp already has an edge over DF (sorry Toady; I’ve been trying to get the stonesense people to include some mouse support but they didn’t like the idea much).

    I have a feeling that footprints for following people will be a lot like the “scent-based AI” that, if I’m not mistaken, is already used in a lot of RLs, except this way the player has a visible cue as to what’s happening πŸ™‚ Can you track other monsters as well, perhaps even identify them by the footprint if you’re skilled enough? πŸ˜€

  6. Found another one: http://cyberrl.blogspot.com/

  7. That one seems very promising too πŸ˜€ I already subscribed to that blog’s feed but can’t remember how I got my paws on it. (“He’s got… amnesia!!”)

  8. This probably doesn’t count as a libtcod project, but it looks like the new ToME builds are using the libtcod noise engine πŸ™‚