Yes, it is very Crawl-ey. That's deliberate. If anyone connected with Crawl is reading this, consider it in the spirit its given: a homage; a compliment of the highest order.
I was going to comment on the Crawl similarity but you already hit that. That's not a bad thing; of all the roguelikes out there, I consider crawl to have the best interface. Definitely something to riff on.
I read this entire blog over the weekend. I have to say I'm really excited about this game. I'm going to hold off checking out the alpha til monster AI is in there. Good luck!
Thanks John. You might be interested in the roadmap for the future development. Here's the summarised form (I'll be doing a major post on this soon):
0.02 (too many changes for it to be a minor release) End of April
Contains:
Major Interface Revamp (already in progress) Finish Monster AI Finish Melee Combat Experience & Level Gaining Death Screens (already in progress) Character Dump (already in progress) Wizard Mode (including easy buttons to go up levels for testing purposes)
0.03 End of June
Skills Transient Effects Implement Ranged Physical Combat Victory Conditions Food Implement Magic Implement Scrolls and Wands and Potions Implement Staffs, Rods and Orbs Implement the ID Game
0.04 End of July
Persistence (i.e. saving and loading) New Dungeons (seven more are planned, including a Dragon-themed one) Hiscore Tables Player Ghosts and Bone Files
0.10 - (Offfical Release with source on Googlecode?/SourceForge? under the MPL) End of August
Character Creation Revamp Tutorials and Documentation
5 comments:
Awesome! Nobody moved the old windows anyway. :P
I was going to comment on the Crawl similarity but you already hit that. That's not a bad thing; of all the roguelikes out there, I consider crawl to have the best interface. Definitely something to riff on.
I read this entire blog over the weekend. I have to say I'm really excited about this game. I'm going to hold off checking out the alpha til monster AI is in there. Good luck!
Thanks John. You might be interested in the roadmap for the future development. Here's the summarised form (I'll be doing a major post on this soon):
0.02 (too many changes for it to be a minor release)
End of April
Contains:
Major Interface Revamp (already in progress)
Finish Monster AI
Finish Melee Combat
Experience & Level Gaining
Death Screens (already in progress)
Character Dump (already in progress)
Wizard Mode (including easy buttons to go up levels for testing purposes)
0.03
End of June
Skills
Transient Effects
Implement Ranged Physical Combat
Victory Conditions
Food
Implement Magic
Implement Scrolls and Wands and Potions
Implement Staffs, Rods and Orbs
Implement the ID Game
0.04
End of July
Persistence (i.e. saving and loading)
New Dungeons (seven more are planned, including a Dragon-themed one)
Hiscore Tables
Player Ghosts and Bone Files
0.10 - (Offfical Release with source on Googlecode?/SourceForge? under the MPL)
End of August
Character Creation Revamp
Tutorials and Documentation
I think Mitsuhiro Itakura was responsible for that particular design choice. Stone Soup just inherited that.
I'm glad you found it useful. I wish more folks were as concerned about having an accessible roguelike. =)
Thanks. I was hoping you wouldn't take the adoption of a similar UI the wrong way.
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