fabio-t / alone-rl

A free to use, survival open-world roguelike game
GNU Affero General Public License v3.0
38 stars 2 forks source link
ascii-game roguelike roguelike-game roguelikedev survival-game

Alone

Latest Github release

Single-player ASCII roguelike focused on surviving, alone, on an island inhabited by animals. The main inspiration is from Unreal World and Wayward, with a much simpler gameplay.

It's a real-time game but it defaults to a turn-based modality where the world only advances during player actions, for as long as the player action runs. Pure real-time gameplay can be toggled.

NB: this is not ready yet. Keep an eye on the releases page for a stable release.

Controls

There are also some special commands:

Screenshots

This is how the game looks when run:

Map

After selecting a new game you have to generate the world, just before choosing the attributes.

NB: trees cannot be seen here, but they are generated (as individual obstacles) with varying probability depending on terrain type.

The terrain types are currently fixed. Ordered by height, they are:

Rivers and lakes are present, and they simply have Shallow or Deep water type. As of 0.2.6, rivers don't have a "coast".

Some terrains are harder to move through: more stamina will be consumed, and a higher delay is to be expected.

Some creatures prefer some terrains, but the differences are not huge.

All this should be completely configurable by the user by release 0.4.0 - so that one could mod different terrain types, map generation parameters, biome details and so on.

Features

Field of view

Powered by rlforj-alt, all creatures have their own field of view. Different species might have shorter or longer sight, but if you hide behind a tree you won't be seen.

Pathfinding is both precise and efficient thanks to an AStar implementation that takes the sight into account to plan a course to a target position.

What this means for the end user is that the game doesn't cheat. It doesn't magically make creatures see you if they shouldn't (eg, if you are hidden by a boulder). Other creatures can only do what you can also do.

Simple Ecology

Creatures don't "pop" or "spawn", they don't just appear when needed but they exist; and they keep going even when the player is not looking.

This is the main difference between AloneRL and most roguelikes/roguelites. It makes it a simulation game, to an extent.

Different creatures have different set of behaviours:

Survival

The main goal of the game. You need to eat, drink (not yet) and keep your health up.

Escape predators, steal their carcasses if you can, or kill any walking thing and eat it.

Crafting

It will cover the basic primitive technology of a Neolithic hunter, eg stone knives, spears and axes, simple bark protection, a shelter, maybe rudimentary pit traps and extraction of parts from dead animals.

All currently implemented recipes can be seen (and modified, added or removed) in the file crafting.yml.