Thanks for all the feedback so far (it was more than I expected
Some responses:
1) The one I mentioned here was a specific idea, out of many potential projects. I can still do this idea, then later do a cross-platform RL. For this idea, making it xplat does have many upsides, but the notable downsides for it were the following: a) I couldn't really use Objective-C/Cocoa in a way meaningful enough to learn it as deeply as I'd like. b) This idea includes playing around with the interface, seeing if I can use UI improvements to improve the gameplay. I generally don't like the xplat UI/misc frameworks because they generally look clunky on all platforms. I'd use SDL out of all of them, but I've never used it, while I'll be learning it'd be slow. I'll also be slowed down further with having to test/support many more platforms. c) There are plenty of RLs developed on Windows and ported. I feel that while mac users aren't as numerous, they are further under-represented because many don't know about DOS Box or RLs. Maybe if there were more Mac native RLs the mac users figures being reported for other RLs wouldn't be so dismal. d) A RL in Cocoa will be much easier to port to iPhone/iPad, if it turns out to be any good.
On the other hand, if the game is any good, it is possible it would be played by only 7 people, ;P But on the other other hand, if the game is terrible, no one will notice. ;P And I'll still have learned more about Objective-C/Cocoa.
2) "Sound? How would you use sound in Roguelike magic?" -- I'm thinking of not having "classes" per se, but rather allow you to collect your own set of skills. Magic would then have to be something you'd have to learn, and develop (more than just learning, investing somehow). Therefore, I'm leaning towards "skill based magic". The ideas I'm thinking about is to categorize Magic into Modes and Methods, such that learning one will make you less effective (and eventually unable) to use others. There are three Modes: "Wild", "Eldrich" and "Resonant" ( respectively: elemental "control", self energy/chi use, and Catalystic use of powers/blessing from other beings to you). There are three Methods: Runes/Cards/Etc, Music, and Enchanting. For the first method, you are constrained to casting spells based on loot you acquire, but learning spells is as easy as experimenting, and "mana cost" will be low. Usually a Rune/Card will survive the strain of the cast, and you can continue using it, other times it might break/etc. These kinds of spells do not rank (except maybe char level or somesuch). You can only cast one at a time, but durations can be short/long depending on the formula used. The third method, is heavy on one-time component use (but some of the components you'll get from breaking down unwanted items), but allows for creating magic items that can be used simultaneously. E.g. You can create/wear 20 rings (but (all?) enchanted items carry a sanity cost...), and therefore create spells with long long durations. Still need to balance it, but likely it will reduce the rate of profit you could make vs other builds. Also probably it will have the most skills to invest in, to get the most out of the method. And when you get better, you'll mostly just boost the success rate of creation. [the components/host-item decide the power rating]. The second method, requires you to lug around an instrument, work on a play skill, and generally have only short term spells, but there will be some with moderate durations, and also a "as long as you are playing" spells that beat the durations of Runes/Cards. You'd also have to acquire song sheets and learn them. As you get better, the spells effects get stronger. [[ To add spice/flavor. Runes/Cards can be presented with different scripts/styles, Enchanting could bring with it lots of different kinds of materials/receipes, and Sound could possibly allow for different music files being played. Under the hood, the systems could actually be implemented with generic code/mechanics with only small snippets to differentiate a card object with a material object, etc. The Modes will also add an additional layer of complexity with (hopefully) not vast effort on the coding side, with their own flavors and pros/cons. As I can't implement the vast amount of features of many roguelikes, like NetHack, I'll be investing in fewer areas, but hopefully with multiple layers of complexity to (hopefully) bring something new to the table. ]]
3) I'm not exactly a fanboy. ;P I've got like 4 functional Windows 7/Vista gaming machines, and only one functional Mac laptop. I generally enjoy the Mac better, but both have things that infuriate me.
4) Although I proposed a lot of ideas, I'm hoping to scope the project to 1-3 years of work. There will be a lot I'll probably leave out, from the quirky-evolutionary stuff (dipping potions etc), to "AI systems and Fractal landscape generation" etc. I might not even implement stuff like lighting and player-made traps in the 1.0 My "epic roguelike" will likely not come to fruitition until my 5th attempt! ;P
5) I'm also hoping to sometime collaborate on a project, since I'm a newbie, by doing "that Mac Roguelike", I'm hoping people might have a better chance not seeing me as just another stranger who implemented yet another roguelike. ;P
Any other comments are welcome!
Thanks!