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Note: totally non-functional This is a simple game made with pygame. Hopefully, it may one day implment a d20-like system. The title is short for "double dungeons rogue" because i wanted a quick name. Improvements are welcome. Controls: ESC: quit Tab: switch focused UI element click on stuff immediate list: OGC compliance: move all game content out of code and into text files turn UI (5-ft step, move/swift/immediate/full round/standard actions) functionality from standard character actions (move, bull rush, disarm) rudimentary ai that will move and attack the closest/weakest character Next on the list is flush out the UI for the encounter scenes. A basic UI has been implemented containing an event log, a map, and a heads up display containing player character information. An interface for abilities is required next. This will include special abilities that all characters get, such as trip or bull rush. Once encounter combat is finished and character creation has been established, i will pronounce that version 0.1 and tag it as the most likely place to fork for a straight dungeon crawler. This will be more of a 2d neverwinter nights roguelike. There will be a party system, a world travel system which utilizes skills like survival to mitigate circumstantial penalties like terrain or reduce the chances of running into a monster in the night. There will also be towns with quests and opportunities for skill usage, theivery, information gathering, etc. Ideally there would be some element of randomized dungeons as well as randomized encounters. There are a few open source dnd-esque python games that have been implemented. One of them, by tomzimmer, gave me the inspiration to use the standard library module `shelve` for saving and loading games. ## Planned Feature Notes ## + Character creation This would be a series of user prompts, such as: - Race - Class - Roll Stats - Select Skills - Select Feats - Start off in town to purchase initial gear from shops, or a tutorial world? + Races Initially just the classic few, Humans, Dwarves, Gnomes, Halfings, Elves. Ideally monsters would be implemented in a way that they could be given class leveles. + Classes Ideally all base classes, the differences between a wizard and a sorcerer are quite pronounced in a game. Theoretically prestige classes as well once there's enough content to get to level 10. + Equpment Such as swords, spears, bows, armor, shields, rope, camping gear, etc. + Skills Skills must be examined for usefulness. Some, like spellcraft or climb, present obvious merit in certain circumstances. + Feats Feats likewise must be examined for simple to implement cases such as skill boosts, metamagic feats, or item creation feats. + Spells Spell per day system sounds fine, but doing it this way may make soloing less desireable. + Combat rules All things available in pathfinder should be available, reach based on size or weapons, tripping, falling prone, etc. Iirc pathfinder also has stances, which might be interesting. + Craft/Magic Item creation System already exists, requires XP, knowledge of the spells, gold and ingredients. + Map Generation Optionally generated or hand made for adventures. + World map Would allow sleeping, random encounters, skill/spell usage. Height generated map with cities. Have presets like size of city, modifiers based on location (swamp, mountains, etc), proximity to country capital. Country mechanics would be cool down the road, hire on as a mercenary and help one country take over the world.
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Planned as a 2D NWN clone using Pathfinder's OGC
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