Edit: Current address:
http://www.gwarl.xyz/Once upon a time I decided I should try writing a game as a way to improve my programming. Then I discovered DC:SS and it was the game I'd want to make, so I just played that instead. Eventually I did begin work on my own roguelike, as a native web app. Link:
http://ilmyrn.site88.net/Probably won't work on mobiles yet.
Obviously it's still in the very early stages such that it barely qualifies as a game or a roguelike, but it's fairly close. Level generation and LOS checks are working well enough and monsters are acting almost as I expect them to. The inventory is functional but not entirely complete, and I haven't settled on a way of defining the different sorts of items. Moving up and down dungeon floors, leveling up, recording high scores etc are things I can imagine how to implement but haven't gotten round to yet, likewise with varying character classes, ranged combat, spells - there's an awful lot to do, besides the fact I have only a minimum of placeholder content to check that my code is working.
It should be pretty trivial to hack the thing at present, please don't.
Well my motivation dwindled a little recently but I feel I should get back to it - I've just been spending my time playing DCSS instead, and indeed, when that already exists, why would you ever play my roguelike?
Honestly I don't like their browser engine. I play offline tiles for the ability to use the mouse and the screen becoming animated during autoexplore - as much as I enjoy roguelikes I'm not a purist. And this is fine, and doesn't seem to be a problem for their many players, but I'm not attempting nor intending to be providing any serious competition to a game of such complexity and depth. I'm developing this as an exercise in self improvement, but I do think the project could have some merits of its own.
If anyone likes the thing so far/the idea of the thing and wants to see it grow into a real roguelike, let me know and I'll be encouraged to keep working on it.