Projects / The Ng Java Roguelike Engine

The Ng Java Roguelike Engine

The goal of the Ng Java Roguelike Engine is to make it easy for anyone to create their own rogue-like game, and to make it possible for programmers to create truly outstanding variants. The project currently consists of three components: the Core, the Variant Manager, and the Prototype. It also includes an unsupported non-Ng Angband project that was nearly completed in 2000-2001.


Recent releases

  •  22 May 2005 19:20

    Release Notes: This release focuses on gameplay enhancements for SimpleGame. Several new monsters, including cold-breathing white dragons, spice things up. Try the new "repeat" command after eating or zapping something. Just press "space" immediately afterward to eat/zap the same item again. With wands, this works with any wand of the same type, so if you have 30 charges spread among 8 different wands, you can just zap once and hit space 29 times.

    •  04 May 2005 23:29

      Release Notes: This release provides the biggest jump in the level of game-play for SimpleGame since the monsters became able to move. Dragons can now breath fire. The breath is cone shaped, with its size increasing with the power of the dragon. The closer you are, the more damage you take. In addition, there are now some wands that can be "zapped" to attack the dragons from a distance. Further changes include an auto-pickup option, melee combat animations, and more monsters per level the deeper you go.

      •  04 Apr 2005 03:16

        Release Notes: A major architectural upgrade was made to the Core along with many advances to SimpleGame. The Core now makes use of its own immutable classes for geometry (Point, Dimension, and Rectangle), and the graphical APIs are much cleaner and exclusively use board location-based references rather than pixel-based, allowing for the future implementation of isometric or hexagonal graphical modes. SimpleGame now has two display modes - text graphics and 32x32 image tiles. Large terrain and monsters are both supported, terrain features were implemented, and the "Look" command was reworked to handle large creatures and terrain.

        •  26 Sep 2004 04:03

          Release Notes: This release incorporates many enhancements long planned for. In particular, there is infrastructure for lighting and field- of-view, items which cause temporary or instantaneous effects, and specifying distributions of monsters and items in a generic yet flexible manner. SimpleGame has been updated to integrate many of these new capabilities.

          •  12 Jul 2004 18:04

            Release Notes: In The Variant Manager, users no longer need to explicitly manage structure; groups are now created just by clicking the "insert" button with any node selected. Also, the Attributes to use to configure nodes within a group are now easily managed by selecting the node and clicking the "Manage Structure/Attributes" button. This screen lets the user link to global attribute sets like before, but also to add attributes to a "local" attribute set used only by that group. In addition, users can specify that a group "inherits" the attributes of its parent group.


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