Gwathlobal's Lair
Dominions: The Roguelike
This is the working title of the roguelike I am developing at the moment. Basically, the idea came to me when I stumbled upon the Dominions TBS series. You don't know what it is, then visit http://www.shrapnelgames.com/illwinter/Dom3/1.htm. If you like fantasy TBS, this game is *definitely* worth buying, I assure you. So, the general setting is the Dominions universe, the kingdom of Ulm, in particular.
Ulm is notorius for its persecution of mages (so I don't need to implement an elaborated magic system, hehe). Caspar of the Cave, a wandering sage, has shown where to find the deepest cave in the province, so the ruler of the land wants to know what is down there. You are sent to explore the caves and report your findings.
At the moment, the game is in a pre-alpha state, although it has already evolved away from a simple movement-key-testing executable. The programming language is Delphi (Borland Delphi 7), Windows.
What is already done?
* Map. 3 different dungeon generators (maze, generic room-and-corridor dungeon and caves). 4 terrain types (floor, wall, stair up, stair down).
* Mob prototypes. Player is essentially a mob. Every mob has an inventory and equipment slots. Mobs move and attack each other.
* Item prototypes. Item has weight, ownership and equipment state. Unlimited number of items allowed per tile.
* Interface. Move, descend/ascend, view inventory/equipped items, pick up items, drop items, view message buffer.
* LOS and FOV. LOS - Bresenham's Algorithm. FOV - LOS rotated 360 degrees (buggy as hell, wonder why so). Plan to use digital lines algorithm for FOV if I manage to discern the C++ sample code ramblings and convert them into Delphi code.
If you want live progress, than check out my blog. As it is in Russian mainly (I am from Russia, btw), click this link to aggregate posts on roguelikes only: