Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on May 23, 2017, 12:09:31 PM
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http://twt.eochu.com/about/ Win
The tactical Roguelike by Thom Robertson.
A roguelike that lets you play as a monk, entering dungeon after dungeon, seeking to destroy the ultimate evil. As you adventure, you’ll collect magic scrolls, and lots of gold, which you can take back to the temple and trade for skill training.
Designers note:
As I studied the development scene of roguelikes, I noticed several gameplay features were (apparently) out of favor. One was a town and shops. Another was scumming and grinding. A third was simple bump-to-attack mechanics.
Feeling a bit contrarian, I set out to embrace these gameplay features. My larger intent was to streamline the roguelike UI, and provide a fast, slick game, that still provided the depth of gameplay that a roguelike requires.
So that’s my base feature list:
Town and shops, so things can be bought and sold. Shop inventories change, but expensive things can be put on lay-away (held in the shop, in exchange for a down-payment)
Each dungeon is “Cast” from a scroll, and exists only while the player is inside. Players can control what “level” of dungeon they enter.
Ranged attacks, especially for players, are rare or non-existant. Instead buff items and up-gradable combat skills provide the combat complexity.
A unified GUI, which tries to be all things to all players. For the classic player, ASCII mode and full keyboard support. For the modern player, an art-tile mode and mouse-able (and touch-able) GUI.
Intended feature list
imgui and manager
Works w keyboard or mouse easily
Map/unit/object simulation
Speed time unit as floats
Sparse array map
Associated pos class that contains much of the map functionality
Map unit render
–ASCII mode
–Tiled graphics mode
Event text overlay/window
Inventory window
General blocking dialog system
Blocking action system for drawing projectiles and such
Scrolls, do something, one shot
Skills, upgrade able
Store system and ui
Town system and ui
Gold economy
Save/load game
Game history record manager
Web repository of high scores and wins
skill potential list
stun
slow
DOT (fire, poison)
confuse
fear (run away)
knockback
dodge (make attacker miss)
reduce damage taken
hit multiple attackers at once
double-attack
hit and retreat
double-damage
revenge hit
throw opponent
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I'm looking forward to trying it out. Although I'm not necessarily a grind fan, I appreciate the effort to deviate from current trends, and the idea seems good.
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v0.4
First, I listened to the early testers and accomodated WASD and VI key controls. Hopefully everyone will have a better time controlling the game.
Otherwise, this is my to-do list of items I accomplished since 0.3.
**show scrolls on main town dialog, with text explaining that you use one to enter a dungeon
**more trap items
**seperate out the merchants
**trap items
**for ascii, use symbols, not letters, for non-units
**record and add wuxia fist sounds
**give resists and immunities to units
**fix GUI so it really is all kybd
**show diff between dungeon tiles you’ve seen and dungeon tiles you detected with scroll
**store all the options shown in the options dialog