Development BlogJust dropping in to announce my upcoming Roguelike. It's called Stone and Steel. If this name is taken, let me know, but I did a quick check and didn't find anything other than some WH40k stuff. I will be developing on Linux, but it should be cross-platform. I'll do my best to provide builds for Window/Linux. Mac may be a different story (no access/experience).
It's an open-source project under whatever LibTCOD reqires me to use (I'm no good with licensing), and I'm using SVN for version control. Here's the
Google Code project page. This is my first C++ project in a long while, but the code still runs regardless of how gross some of it is. A lot of it will be cleaned up eventually.
So far there isn't much to show, but I'm making good progress. The early versions will only contain underground dungeoneering, but later on I'll be implementing an above-ground world. I don't want to get ahead of myself on features, but I'm leaving my mind open to some larger scale stuff.
As far as combat goes, I'm looking forward to implementing a Dwarf Fortress Adventure Mode-like combat/injury system (though perhaps not as complex at first) as well as tending wounds (something like UnReal World maybe?). Before that, I will be implementing a generic placeholder system.
Here's a screenshot!
As you can see, nothing too serious yet. Races are moddable (for what it's worth), but there's not really any substance to it yet. This is more of a pre-alpha announcement. I'll use this thread for discussion/etc, but feel free to follow the revision log on the project page or check out the source.
Stone and Steel Revision 23 Download Linkshttp://code.google.com/p/stone-and-steel/downloads/listRevision 23 Features:
* AI Framework and basic pathfinding (this can be a bit.. off)
* AI Field of View
* Config options (only keyboard repeat for now)
* Combat with the Kobolds
* Tiles with multiple entities will have a copper background
* Player now has a look command, usable with 'l' - Somewhat incomplete, will have to update when items are added
Revision 26 (Current) Features:
* Databanks, easily mod most parts of the game
* Materials, durability, and quality
* Picking up items
* Checking inventory (through console)
* 15 randomly placed masterwork steel swords in dungeon (this is temporary)
Known Issues:
* I have not yet implemented a way to connect or fill in off-caves, just restart the game if you get stuck in a tiny area. (all)
Stone and Steel is a Roguelike game where the player will complete quests for factions, and do whatever he or she wants in general.
There will be multiple races to choose from. Rather than classes, the player will advance skills through practice, reading, and being taught.
Monsters in S&S will be of the typical fantasy variety, including kobolds, goblins, orcs, dragons, etc.
The world will be completely procedurally generated, guaranteeing a different play experience every time. This is not expected to be an early feature, but random dungeon generation is.
Death in Stone and Steel is permanent, and saving games will only allow you to resume a game. You will not be able to load a dead character.
The early releases of Stone and Steel will consist of a simple cavernous area, known as The Kobold Burrows where the player will fight Kobolds until he or she reaches the Kobold Shaman, which is the end-boss. Upon killing this boss, the game is over and score is taken.