Hi Draconis.
I once tried to make a stealth-based RL, but abandoned it because I came to the conclusion my design was fundamentally flawed. I still think a stealth-based RL is a great idea, but I think anyone trying to make one should consider the following problems.
- Sneakers like Thief or Hitman are realtime, while most roguelikes are traditionally turn-based. In turn-based gameplay, the suspense of time-critical decisions is lost.
- Line of sight or field of view in roguelikes is usually symmetric: if you can see something, it can see you. You'll almost certainly have to find ways around this (for instance, the option for the player character to hide in shadows). Also, restricted FOV ('cones') may seem a great idea in theory, but in practice, it can be very annoying.
- Related to this are light sources; if you want tactics to include visibility/light/darkness, there will have to be dynamic light sources.
- Sneakers use sound to convey information. The player can hear guards approach, or give away his location by firing a weapon, for example. Most roguelikes don't have sound support, so noise is ignored altogether, or it is represented visually.
- (Almost?) all roguelikes are grid-based. The grid's coarseness represents a challenge in itself. Something is either in view, or it isn't. It's very hard to represent something partially visible. Also, it's impossible to represent something being between two tiles.
- Related to this are directions. Although it's very well possible to have things point or move in precise angles (i.e. more than just cardinal/ordinal directions), I've never figured out how to represent them nicely. For example, how is the game going to inform the player that a guard moving or looking in a certain direction?
I found that covering or ruling out these problems was a far greater challenge than writing the engine/game itself.
Just FYI though, an intelligent AI is very difficult to write. It might be best to have small ambitions in that department for your first project.
(Most) games don't require 'intelligent' AI, they need an AI that makes the NPCs appear to behave intelligently. Except for pathfinding (graph search), you'll hardly ever come across non-deterministic problems, let alone anything requiring pattern recognition, uncertain reasoning or machine learning. Don't get me wrong, it is a lot of work to design/implement/balance a game AI, but it's not terribly difficult.