For the past month or so I've been taking a look at the innards of T-Engine hacking away to make a module. I was meaning to make it for this year 7drl competition, but at the time I found myself travelling and moving with no PC at all. So, after a couple of months pencil and paper designing and testing I finally started working properly this month. I think I might be able to release a proof of concept/uber-early alpha next week to start getting proper feedback in the systems, before adding story bits, challenges and proper graphics (t-engine display works better with tiles).
I really suck with announcements since I wrote a wall of text which was all rambling and thunder and tl;dr. So, trying to keep things simple here:
- Roguishlike is a work name, haven't settled in a proper name yet.
- It's influenced mostly by sil and brogue, but also dark souls and desktop dungeons.
- The main focus is to expand bump mechanics, making a kind of gladiator/duelling combat model more aking to a boardgame than a pc rpg.
- No stats (so far, I haven't ruled them out fo'sure), only perks to define characters (think Desktop Dungeons here).
- Making character builds: More sil and dark souls than brogue in this regard, like, being able to plan out ahead, instead of having to deal with what the rng throws at you.
- "Word" based magic: you learn words of power a la Ultima, with some really simple effects, and combine them for more complex spells.
*I do need to say, magic is more akin to dark souls, as a kind of dueling wizard, I haven't finished designing ranged combat since melee is deadly.
- Low Healht/Stamina pools: Every action, even spells use stamina as resource, and combat is resolved as a series of turns of attacks and counterattacks gaining some sort of momentum until a hit is resolved, and so far there can be 1 hit kills (but these won't be 1 turn kills).
- Consumables: There are consumables in game, but using them in combat can be exploited by adversaries (so now being low HP its not a matter of squeezing a healing potion to go on, rather a choice, can I heal in the middle of combat and get away with it?).
- De-emphasize random loot: Im not sure if this one is going to be popular

- Combat: For now i'm trying to make a compelling melee combat that goes beyond merely bump into something, or 3 enemies go to choke an kill one by one. I'm aiming at having a small bestiary, but with each creature more distinct and floor 1 monsters still be a threat to endgame characters. It should present mostly 1 v 1 situations, with some 2 v 1 and 3 v 1 situations rare or avoidable. I'm aiming for these situations should be stressing for both the character and the player, but not obligatory restarts.
- Scope: I'm planning a midsize game. Something between 4 and 8 hours, but this one is like in the planning stages. I do have a setting, number of levels in the dungeon, and so on, but before all that I wanna have the core combat mechanics completede.
And that's it, I know I'm probably forgetting something (as if Im not worried enough about feature creep!) but, please let me know what you think guys.
I'll add the alpha as soon as I finish to hack all the combat things into it (sorry for what I'm doing to your code darkgod haha!).
Saluts!