Hey! The project I've been working on for quite a while now is still happening.. working title is AstralHex! Just got the Field of View math down which was surprisingly complicated due to the hexagonal grid..
Got a video here:
http://www.youtube.com/watch?v=f7gknTJSmscNext thing I'm going to tackle is combat.. I've already had a working melee engine but it was kind of temporary.. Three areas of combat are
-Melee
-Ranged
Not sure how to handle stats involved with Melee and ranged... Accuracy, Strength, Defense for each? More stats? Open to suggestions!
-Magic
Types of magic:
Blast, Bolt, Area-Effect (ie, Fire, Ice, Lightning, Poison)
Specials (ie, affect landscape, grow trees, etc)
There are going to be status effects like:
Bubble, Mirror, Slow, Petrify, Ghost
What I need to decide is how the Stats, Experience and Leveling are going to work...
How equipment effects stats... How these stats relate to combat...
How to determine stats of entities at different levels..
I am not really sure how that's all going to fit together... Not super-familiar with roguelikes anyway (and btw, am definitely not constraining myself to traditional limitations of roguelikes)
I was curious if anyone had any suggestions on variations of combat systems that could be implemented? Links to articles or explanations of those systems would be appreciated! I'm going to do some research on D&D type stuff right now to find some inspiration.. Trying to keep the number of stats to keep track of reasonably low..
This is a turnbased game btw! Each Entity has a Charge-Timer and a Speed Value...
CT=(CT+Spd)
If CT>100 then it's this Entity's turn
(This was inspired by Final Fantasy Tactics for PSOne)
Anyway, thanks Getter77 for reminding me to keep you guys posted! I feel like this is one of the best places to ask for design-ideas.. The game is still very open-ended in that sense - I'm just now getting to the really fun stuff, so feel free to have a voice in the matter!