Hey guys. working on a very new very small Roguelike.
so it will have deterministic combat, and a focus on "spells". I haven't decided if I want to do spells as actual spells or do them as items, something similar to Zaga-33. in my design a Freeze spell, and a Freeze item, would both operate the same. its just the method in which the player uses them that I am trying to decide on. I am slowly moving towards and idea of the player setting up their character somehow before they enter the dungeon though and I want very short dungeons so it would be almost like setting out for an adventure like an actual hero, instead of "Hope I find a better sword" which always irked me story wise.
Spell idea:All spells cost 1 mana. Player starts the game with 2 spells. Each floor they gain 1 mana. I could do something where the player chooses a hero to enter the dungeon with, and that hero will always have the same set of spells. or I could allow the player to choose from an assortment of spells. I could also recharge each spell like a floor after its been used, perhaps meaning players wont need to worry about Mana.
Item Idea:Player can find treasure chests with items in them. Player has a limited inventory of 4-5 items though. Also the player would be given 2 items to start the game with, or I can give the player 4 options and they can pick two.
ArtifactsThe other idea I have is the player can find "Artifacts". each item has a spell associated with it. I could also do something where a player can outfit their character before entering a dungeon. So maybe they give their Mage a Freeze rod, and a Heal belt, to go along with his fireball spell. This also means I could do Passive gear. so Maybe "Vampires Charm" might give them a 10% chance of gaining 1 HP when killing an enemy, but they have effectively locked one of their spell slots. which could give an interesting mix of building your character. it would be possible to create a full melee character, with 4 passive skills.