![]() While Rühlmann was maintainer, he started the Angband Open Source Initiative, designed to place Angband under a free software license. The Angband community, however, did not generally embrace the addition of scripting, with many expressing confusion over its usage, and as such it was later removed. He also introduced Lua, a lightweight scripting language, with the intention of simplifying development of both the main game and its variants. Rühlmann's contributions included releasing version 3.0, which included many monster and object changes contributed by Jonathan Ellis. Like other maintainers, he eventually moved on to other interests, passing the title to Robert Rühlmann in 2000. This in turn led to the large number of variants currently available, as well as the rather large number of ports. Harrison was the maintainer responsible for the "Great Code Cleanup", modularizing, extending, and greatly improving the readability of the Angband source code. They released "2.4.frog_knows", which was enhanced by others and widely ported to non-Unix platforms.įollowing their departure, the later principals of Angband have included Charles Swiger, Ben Harrison, and Robert Rühlmann. After Cutler and Astrand, the source code was maintained at the University of Warwick by Geoff Hill and Sean Marsh. They wanted to expand the game UMoria by adding items, monsters, and features. The first version of Angband was created by Alex Cutler and Andy Astrand at the University of Warwick in 1990. A new level is randomly generated each time the player changes levels, which gives Angband great replay value: no two games are the same.Īngband gameplay is combat and tactics based, with inventory management as an important aspect of gameplay. I think the result could be a very fun and widely-played game.The game revolves around exploring a 100- level dungeon, in which the player seeks to amass enough power and equipment to ultimately defeat Morgoth. * 3D cutscenes for beginning, staircases, and deaths.Īnyone think this might make a fun hobby project or community effort? It could start with simple primitive shapes, and one effect shared by all spells, and then once the game was running, people could contribute models to flesh it out. * The light you cast could be an actual point light in 3D (but the visibility of monsters would be handled by the game code as it already is). * Show missiles and spells with nifty effects. * Maybe even animated loops for walking and attacking. * Animate movement that slides each creature from square to square (like Chess) instead of "snapping" to the next "turn." * Make door objects and moving creatures actually face the right way. (View angle and iso/perspective could be user prefs.)Īdditional effects would be the icing on the cake: but what about 3D objects? Could the existing source code be adapted to place 3D objects on a grid instead of ASCII characters? Stony cubes to make the walls, models for creatures and items, etc. The cells are seen as either ASCII art or cheesy static bitmaps. What if Unity were used just to give nice 3D graphics, without changing the gameplay? (I don't think Angband's fans would want the rules/play to change.)Īngband is just a grid of cells (sometimes half-width, but they can be square). probably because it has terrible graphics! Many variants are actively maintained.īut it's not my thing. Maybe someone would like to run with this just for funĪngband (see also Rogue and Moria) is open-source, has a large and loyal following, and the game-play has stood the test of time.
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