Development on Rogues’ Redemption has restarted!
It’s still at an early stage but some functionality is starting to come together. After some experimentation with different approaches, the field of view/fog of war is now working reliably. Previously it was displaying various artifacts, projecting through walls and such. I’m happy with it as it is but may add feathering to the edges to make it more visually appealing.
The turn system is now working. That is, the player takes a turn, then any monsters in range take their turn. This was actually not as tricky as expected and runs glitch-free (for now!).
Monsters have their own field of view and will give chase if they see you. This will be expanded to make them harder to escape from. Right now, if you duck behind a wall, the monster will revert to hanging around waiting for something to happen.
Basic melee attacks are also working but will need a good deal of expansion to deal with attack, defence, chance etc. values. There will also be some ranged weapons in the game such as the bow and arrow combo.
The inventory system is partly working - the player is able to pick up objects found in the dungeon and see them displayed in the inventory box. There are 5 special locations in the inventory - left hand, right hand, armour, ring and necklace slots. This may change in the future depending on how well the game works with it like this.
Overall, I’m aiming to satisfy most of the points outlined in the Berlin Interpretation of a Roguelike. Procedural level generation is proving quite a challenge so far so I’m currently working with a handmade test level.
Next on my todo list:
- Handle doors correctly - currently the player is invisible in a doorway
- Chest handling code
- Finish inventory handling code
- Expand combat system
Plus a ton of other things, I’m sure.
Thanks for reading - I’ll have another update in about a week.