An idea for a dynamically re-programmable Roguelike.

notes.txt 2.1KB

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  1. gold
  2. hp
  3. level
  4. strength
  5. armor
  6. xp
  7. rooms with period flooring, +/- doors, and hallways?
  8. - more like original
  9. kobolds as a basic dumb enemy
  10. i inventory listing, somewhere to display last x messages about events
  11. Amulet of Yendor: goal, lowest level
  12. "Rodney" spelled backwards, which they envisioned as renowned wizard
  13. weapons, armor, potions, scrolls, and other magical items
  14. q to quaff a potion, w to wield a weapon, e to eat some food
  15. scoreboard based on time survived + depth traveled + what found/have
  16. alt idea: text descriptions in natural language of Adventure/Colossal Cave and
  17. the original Zork games
  18. grid of three rooms by three rooms (potentially); dead end hallways sometimes
  19. appear where rooms would be expected. Lower levels can also include a maze in
  20. the place of a room
  21. - https://en.wikipedia.org/wiki/Code_page_437
  22. - https://en.wikipedia.org/wiki/Hack_(video_game)
  23. - https://en.wikipedia.org/wiki/NetHack
  24. - https://en.wikipedia.org/wiki/Moria_(video_game)
  25. - https://en.wikipedia.org/wiki/Angband_(video_game)
  26. - https://en.wikipedia.org/wiki/Roguelike
  27. - https://en.wikipedia.org/wiki/Dungeon_crawl
  28. - https://www.reddit.com/r/roguelikes/
  29. - http://roguebasin.com/index.php?title=Main_Page
  30. - http://roguebasin.com/index.php?title=Roguelike_Dev_FAQ
  31. - http://roguebasin.com/index.php?title=How_to_Write_a_Roguelike_in_15_Steps
  32. - http://roguebasin.com/index.php?title=Articles
  33. spells that can take effect after a delay
  34. lasting enchantments or permanent effects
  35. one-use items vs continually useful
  36. generation of dungeon
  37. idea: games playable within each others...
  38. terrain, wilderness, dungeons, etc
  39. scheduling: how turns / speed work, whether actions can be interrupted or not
  40. food requirement? items, etc
  41. item types, effects, uses
  42. spell costs
  43. shopping, theft, crafting
  44. interactions besides fighting
  45. classes, skills, complexity and freedom
  46. simple controls, easy to start, hard to master
  47. books! guides! writing!
  48. quests, jobs, daily cycles
  49. unlocking abilities through picking up items hmmm
  50. deleting, re-generating vessels ? save/load ??
  51. You are trapped in an out-of-control computer, and it's making deadly monsters. The goal is to stay alive and find a way out.