Hey all, I've started working on a Flash dungeon crawl RPG that might be considered "like rogue," if not an actual roguelike.
The planned aspects that are "unroguelike":
Graphical.
Easy control scheme, allowing players to perform all actions with either the mouse, keyboard or both, depending on their preference.
Optional non-permadeath mode.
Other than that, the feel of the game will probably be very much like rogue: The player explores a quasi-randomly generated dungeon killing monsters, collecting items, increasing in level in strength. Action will be turn-based.
I've read most of the articles on roguebasin and am interested to hear from experienced developers which areas of development took the most time. I'm particularly interested in hearing about what took far more time than you initially expected-- e.g., the action processing system, monster AI, equipment/stat balancing, etc.
Thanks!