Author Topic: Into the Labyrinth (now at Alpha v0.0.2)  (Read 2495 times)

getter77

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Into the Labyrinth (now at Alpha v0.0.2)
« on: September 22, 2013, 09:00:12 PM »
http://roguebasin.roguelikedevelopment.org/index.php?title=Into_the_Labyrinth

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A party based Roguelike taking major inspiration from Devil Survivor's single phase of turn based combat and movement. It is still under development and has the basic chassis of how the game will work combat and movement wise.

The ultimate goal of the game is to have a somewhat customized party of somewhat fragile characters that you can send down into the Labyrinth to explore and find new materials to make items with. If the party ever gets destroyed you will have to have other guild members carry on without having to restart the game.
Features

    Party Based combat
    Weapons types that have major differences. For example
        Heavy weapons take a turn of effort to ready but deal high amounts of damage
        Bow takes a turn to ready but has range. An Archer may fire a bow immediately at a shorter range and less damage.
        Combat Razor does two weak attacks that may leave the target vulnerable due to forcing them to dodge
    Reaction point based evasion. Characters and Monsters may only avoid attacks so many times a turn
    A unique armor system that allows you to survive more hits but does not leave you invulnerable
    Recruit party members when your current ones fall
    Party member statistics grow as used
    Injury system that means your character may survive an attack that drops them below 1 health but may carry penalties
    'animated' combat sequences with floaty bouncy numbers
    Two key ranged combat selection
    Defeat enemies for monster gibs for the town NPCs to make into items

 Upcoming features

    Bows no longer being melee weapons and allowing parry
    Weapon restricted skills on character
    Shields equipment
        Can not use with two handed weapons (Bows, heavy weapon)
        Must be raised or lowered through free actions.
        Must be raised to allow blocking reactions.
    Tomes of magic power
        Tomes must be charged off the wielder's mana
        Spells in tomes work off the mana in a tome and deplete it
        Tomes may be swiftly brought down on a foes head for pathetic damage.

Future

Current list of things needed to push this to beta

    Larger more interesting floors
    Injury status being more than just a stun effect
        If you are familiar with blood bowl you know what this will become
    Guild storage.
    Characters gaining skills based on their statistics and class
    Members left in guild create new party when current party falls
    Save feature

For Windows.
« Last Edit: November 07, 2013, 01:56:26 AM by getter77 »
Brian Emre Jeffears
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In Training

getter77

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Re: Into the Labyrinth (now at Alpha v0.0.2)
« Reply #1 on: November 07, 2013, 01:57:34 AM »
Now updated past the ARRP original  8)   I think this is the changelog for Alpha v0.0.2:

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-Rewrite of dungeon building code. 100% less random wander 100% more random room placement and tree data structures.
 -The first stratum will have ASCII more reflective of a forest.
« Last Edit: November 07, 2013, 01:03:40 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training