Hi there!
I'm a member of a 4 programmers group. We are students from a master degree in videogames development. Some roguelike players recommended me this forum to find experienced people who can be interested in giving us some feedback, and maybe some ideas for our game.
Our group name is Loothut, and our game is called Death Legacy, a rol game with roguelike components (tiles, turn-based, procedurally generated), epic-medieval ambientation. However, we are using a 3D motor, instead of the classic ASCII console in this kind of games.
I want to name and explain the basic game mechanics in Death Legacy:
Perception:
This was the first mechanic we designed. We wanted that sight, hearing, smelling have a high importance in the gameplay. This perception system is applied both to the player and enemies. For instance, a high sight skill will allow the player to discover secret levers and rooms to the player, while will increase the field of view of an enemy. Hearing will allow anyone to spot other creatures without have seen them. Smelling is not yet implemented but could allow a creature to follow a trail.
Procedural generation:
Something we've heard a lot is "it seems like Legend of Grimrock". This flatters us, but we are not trying to clone this game, and the procedurally content is our weapon. In Death Legacy, everything is procedurally generated, so in each game you can find different:
- Dungeons: We use two algorithms here. One of them creates a design of the level distribution, and another one creates the specific rooms needed. There are special rooms such as resting rooms and the ending room.
- Biomas: At the moment we have two biomes (stone dungeon and ice cave). Here you can see screenshots of both:
Stone Dungeon:
Ice cave:
- Survival:
Another important feature is survival. We have to care about thirst, hunger and sleep. Each of them increases over time, and should be recovered using some dungeon elements (water fountains for thirst, campfires to rest and food dropped by enemies for hunger). Our fatigue level depends on this three factors. And here comes the cool stuff:
I said our game was turn-based. Well, depending on the creature speed and the delay of its last action, the creature will be placed upper or lower in the turn queue. That means both you our your enemies may act twice (or even more) for each opponent turn. Fatigue will affect creature's speed, too, so you will notice this soon in combat if you are not careful about your fatigue (roguelike, remember, if you die you must create another character).
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The character creation consists in combination of races and classes. As Death Legacy is a first person game, we are not restricted by character 3D models, so we can think about many really strange races, like the octopus, which can equip up to 4 weapons, but cannot equip body armor.
As future features, we are thinking about magic, stealth, traps, secret rooms (in progress), a better storyline (based on the hero's cursed book), and many more ideas you could contribute with
.
If you are interested about our work, you can track the progress in these links:
development blog:
http://masterdungeongame.blogspot.com.es/ (english and spanish)
indiedb:
http://www.indiedb.com/games/death-legacy (you can keep up to date here, and we will soon post a demo!!!!!)
twitter:
https://twitter.com/LootHut (you know…. twitter)
Remember that our objective is getting feedback, so any comment, idea or suggestion will be welcome. We will upload a a first playable demo to indiedb, so stay tuned! By the way, the game will be released in english.
Thank you,