Author Topic: Temple of Light and Thunder (now at v0.4)  (Read 3168 times)

getter77

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Temple of Light and Thunder (now at v0.4)
« on: May 23, 2017, 12:09:31 PM »
http://twt.eochu.com/about/  Win
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The tactical Roguelike by Thom Robertson.

A roguelike that lets you play as a monk, entering dungeon after dungeon, seeking to destroy the ultimate evil.  As you adventure, you’ll collect magic scrolls, and lots of gold, which you can take back to the temple and trade for skill training.

Designers note:

As I studied the development scene of roguelikes, I noticed several gameplay features were (apparently) out of favor. One was a town and shops. Another was scumming and grinding. A third was simple bump-to-attack mechanics.

Feeling a bit contrarian, I set out to embrace these gameplay features. My larger intent was to streamline the roguelike UI, and provide a fast, slick game, that still provided the depth of gameplay that a roguelike requires.

So that’s my base feature list:

    Town and shops, so things can be bought and sold. Shop inventories change, but expensive things can be put on lay-away (held in the shop, in exchange for a down-payment)
    Each dungeon is “Cast” from a scroll, and exists only while the player is inside. Players can control what “level” of dungeon they enter.
    Ranged attacks, especially for players, are rare or non-existant. Instead buff items and up-gradable combat skills provide the combat complexity.
    A unified GUI, which tries to be all things to all players. For the classic player, ASCII mode and full keyboard support. For the modern player, an art-tile mode and mouse-able (and touch-able) GUI.

Intended feature list
    imgui and manager
    Works w keyboard or mouse easily
    Map/unit/object simulation
    Speed time unit as floats
    Sparse array map
    Associated pos class that contains much of the map functionality
    Map unit render
    –ASCII mode
    –Tiled graphics mode
    Event text overlay/window
    Inventory window
    General blocking dialog system
    Blocking action system for drawing projectiles and such
    Scrolls, do something, one shot
    Skills, upgrade able
    Store system and ui
    Town system and ui
    Gold economy
    Save/load game
    Game history record manager
    Web repository of high scores and wins

skill potential list
stun
slow
DOT (fire, poison)
confuse
fear (run away)
knockback
dodge (make attacker miss)
reduce damage taken
hit multiple attackers at once
double-attack
hit and retreat
double-damage
revenge hit
throw opponent
« Last Edit: May 31, 2017, 12:04:13 PM by getter77 »
Brian Emre Jeffears
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Samildanach

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Re: Temple of Light and Thunder (now at v0.3)
« Reply #1 on: May 23, 2017, 12:46:39 PM »
I'm looking forward to trying it out. Although I'm not necessarily a grind fan, I appreciate the effort to deviate from current trends, and the idea seems good.

getter77

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Re: Temple of Light and Thunder (now at v0.4)
« Reply #2 on: May 31, 2017, 12:04:38 PM »
v0.4

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First, I listened to the early testers and accomodated WASD and VI key controls.  Hopefully everyone will have a better time controlling the game.

Otherwise, this is my to-do list of items I accomplished since 0.3.

**show scrolls on main town dialog, with text explaining that you use one to enter a dungeon
**more trap items
**seperate out the merchants
**trap items
**for ascii, use symbols, not letters, for non-units
**record and add wuxia fist sounds
**give resists and immunities to units
**fix GUI so it really is all kybd
**show diff between dungeon tiles you’ve seen and dungeon tiles you detected with scroll
**store all the options shown in the options dialog
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training