The tactical Roguelike by Thom Robertson.A roguelike that lets you play as a monk, entering dungeon after dungeon, seeking to destroy the ultimate evil. As you adventure, you’ll collect magic scrolls, and lots of gold, which you can take back to the temple and trade for skill training.Designers note:As I studied the development scene of roguelikes, I noticed several gameplay features were (apparently) out of favor. One was a town and shops. Another was scumming and grinding. A third was simple bump-to-attack mechanics.Feeling a bit contrarian, I set out to embrace these gameplay features. My larger intent was to streamline the roguelike UI, and provide a fast, slick game, that still provided the depth of gameplay that a roguelike requires.So that’s my base feature list: Town and shops, so things can be bought and sold. Shop inventories change, but expensive things can be put on lay-away (held in the shop, in exchange for a down-payment) Each dungeon is “Cast” from a scroll, and exists only while the player is inside. Players can control what “level” of dungeon they enter. Ranged attacks, especially for players, are rare or non-existant. Instead buff items and up-gradable combat skills provide the combat complexity. A unified GUI, which tries to be all things to all players. For the classic player, ASCII mode and full keyboard support. For the modern player, an art-tile mode and mouse-able (and touch-able) GUI.Intended feature list imgui and manager Works w keyboard or mouse easily Map/unit/object simulation Speed time unit as floats Sparse array map Associated pos class that contains much of the map functionality Map unit render –ASCII mode –Tiled graphics mode Event text overlay/window Inventory window General blocking dialog system Blocking action system for drawing projectiles and such Scrolls, do something, one shot Skills, upgrade able Store system and ui Town system and ui Gold economy Save/load game Game history record manager Web repository of high scores and winsskill potential liststunslowDOT (fire, poison)confusefear (run away)knockbackdodge (make attacker miss)reduce damage takenhit multiple attackers at oncedouble-attackhit and retreatdouble-damagerevenge hitthrow opponent
First, I listened to the early testers and accomodated WASD and VI key controls. Hopefully everyone will have a better time controlling the game.Otherwise, this is my to-do list of items I accomplished since 0.3.**show scrolls on main town dialog, with text explaining that you use one to enter a dungeon**more trap items**seperate out the merchants**trap items**for ascii, use symbols, not letters, for non-units**record and add wuxia fist sounds**give resists and immunities to units**fix GUI so it really is all kybd**show diff between dungeon tiles you’ve seen and dungeon tiles you detected with scroll**store all the options shown in the options dialog