Lol, right getter... The world needs a serious roguelike for android, iOS, etc... it's time.
And anyway, let's look at each of these 'lofty goals'...
Extremely lightweight - It's lightweight because of procedurally generated and scriptable content. The engine is what I was referring to, the game itself will of course have scripted data, pixel art, and music... Roguelikes are usually lightweight, nothing unusual here..
Highly procedurally generated (Overworld, Dungeons, Items, etc) - Will focus on Overworld and Dungeons for first release... Item system is going to be in-depth but for a later day.. I wrote a tutorial on random map generation like 6 years ago that people seemed to appreciate... I've made random overworld generators and random dungeon generators a dozen or more times, even on hexagonal grids... kid stuff!! Old hobby, and I dream in code.
very dynamic environment - by this I mean, trees burn (fires can spread), rock can be mined, walls can be built, all simple stuff.
highly expandable through scriptable content - i wrote my first scripting language for an rpg game when I was 15... I've updated my design pattern theory significantly since then... Already have an awesome structure for the language modeled out, implementation will be easy.
awesome pixel art - I am an awesome artist. Regarding pixel art, my most notable creation was the tileset for the under-appreciated roguelikelike, Legerdemain, some 1200 or so *beautiful* tiles, if I do say so myself. I mean... Most people don't get far enough into the game to appreciate the graphics but... it's a fucking rad tileset.
flexible skill system which allows for adding skills over time - again, easy, by that I mean essentially that a skill (which generally performs a scripted action on execution, though not always) which has experience, leveling system, etc... Add a new skill to the skills list, actual coding will be minimized...
Complex AI profiles, etc... Last AI system I wrote was for hexagonal tiles which was *way* more complicated than a grid-based world... It included many behavior types like, Aggressive, Wait Until Attacked, Coward, etc... That was like 6 years ago... I'm a little better at that stuff now...
https://www.youtube.com/watch?v=KDtEvpKV7-8That game even supported an ally (a dog)...
Soooo basically, what I'm getting at is...
By making the engine scriptable and procedurally generated, it actually makes it *way* easier to create...
and also, maybe we should all eat a few berries once in a while...
and ONE MORE THING
how about a little encouragement, sheesh!!
now, excuse me, back to development...!
<3