Sunday, 25 December 2016

Rogue's Redemption

Rogue's Redemption has been a long time coming and has not enjoyed the easiest birth into this world. After months of juggling various ideas around, a general plan has been decided and some code has actually appeared on the screen.

The game will broadly comply with the Berlin Interpretation of what a Roguelike is, with the probably exception of randomly generated levels. This has been the biggest hurdle thus far and has halted work on a number of occasions. For now, I'll be using hand-crafted levels with randomly generated enemies, items etc. Everything else will be recognisable to any Roguelike player: turn-based hack 'n' slash actions, grid-based levels, item management, permadeath and so on.

The game is currently at a very early stage and consists of a test level with a few items and monsters scattered around it. The player can move around and the monsters will give chase if they spot you.

Combat is yet to be implemented as are a host of other things : inventory management, use of items - 90% of the game, in fact is still to do.

A very early test level with various items dotted around.