Excellent job, for the Emperor!
Is there on the to-do list making the dungeon generator more "interesting"? Right now it just looks like a bunch of squares joined by corridors. I think it would be nice to have some things to add to the theme, like computers or furniture of some kind, which would probably do nothing anyway (at least for now ) but would help te feel more like a Hive planet.
I do not really like the idea of adding useless stuff to the dungeons. However, more interesting dungeons are planned. More varried dungeons to be exact. 0.8.0 will introduce caves and maybe tunnels. Yet more dungeon types are planned.
Also, now that you are unable to sell anything, is there a way to get money? Or is that planned for future versions?
In 0.7.7 the only way to get money is to take the money of fallen enemies. Multiple enemies now carry money. I removed selling and rogue trading, because I did not want the kind of "scavenger" gameplay common in most RPGs i.e. looting fallen enemies for stuff to sell. Drag all the crap to the next shop. Repeat. Boring! And not "in theme" at all. Do you ever see heroes in books or movies loot fallen enemies? No, of course not. Unless the enemy had something they themselves want to use. That is how it is supposed to work in Warp Rogue now.
Rogue trading was removed because I want to make sure that the best equipment available has to be "conquered". Buying it is so anti-climatic !
Can you share a bit of the planned future development, please?
So you like Warp Rogue but you have not discovered the Warp Rogue forums yet? They are linked on the homepage, right next to the downloads..
Read the threads "0.8.0 - The New Plot" and "So much for 0.7" in the general forum (
http://sourceforge.net/forum/forum.php?forum_id=393607)
As for the rest, excellent. I have always found Warp Rogue to be a very entertaining game. It feels unfinished, but I am sure that will change in the future, as this is only 0.7.7 .
Let's hope so
I love the interface, it is really easy to use
Thanks, making it easy to use was my goal. I strongly dislike traditional roguelike interfaces, and think they are more appropriate for a text editor than for a game.
, except for the fact I have to press 'I' instead of 'i' to see the inventory. It just kind of strikes me as strange, somehow
It is actually completely consistent behaviour. All commands which open a new screen have an uppercase letters linked to them (I = Inventory, C = Character screen, ..), while all commands who do not do this have lowercase letters (a = attack, n = run, ...).
Changing the keybinds is trivial BTW (see ./data/engine/config/keys.rdb)