Wanderer's 7drl project
This is the first, rough draft of my branch concept:
It's very sketchy at this point.
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Content Addition
New branch to the Ecumenical Temple (6-10 levels)
This branch will be available to all players, but is designed with wanderers in mind.
Amnesiac monsters
A set of new low-level monsters with amnesia attacks. These are dreamlike monsters that confuse the player and "steal || destroy" skill points. The more powerful creatures will be able to "steal || destroy" spent skill points, thereby removing skills from the player and adding skills to themselves.
These monsters will be added heavily to my branch, and sprinkled into the vanilla D:1-10 levels.
Amnesiac traps
Same effects as monsters. Some monsters will attempt to lead the player into
the traps.
Flashbacks
Flashbacks are rushes of memory the player experiences.
A brief, 2-3 paragraph, description of the flashback will be displayed.
The player will recieve skill points (spent and unspent).
Flashbacks are rewards for defeating NPCS and Amnesiac Monsters or Traps.
NPC Set
10 new npcs with amnesiac attacks and other new abilities. (Haven't put much
thought into these yet.) Npcs can occur on any of the levels. I'd like to
vary they're power level or abilitity set according to the level they're
generated on.
Ending - Entrance to the Ecumenical Temple
If the player is a wanderer, he or she gets to switch to a new class, or
remain a wanderer. Basically this will scan the player's stats/skills/inventory
then preform appropriate (and random) skill-switching, ability switching,
random magickal and divine effects and things like that. The code here will be
very spaghetti-ish, for fun (mine).
Feature Addition
Object note processor
Object note
Object notes can be created in a seperate notes file, or created/accessed
through the 'x' command in game.
An object note is used to allow players to create descriptions for things in
the crawl dungeon. It allows a player to describe the setting while playing.
It also can be used with other peoples notes, thereby sharing the experience
or creating random, conglomerate experiences.
Player can make a note on a given object.
Notes will be added to a note database and shared with others.
Object is created during grid generation // say a worm, a potion, the wall, etc.
Object is assigned a note from the database that corresponds with the objects type
Player can repeatedly add a note to the database
Note may be appended to existing object
Note may replace existing object
Original note and new note both exist in the database
Player can display the note // view the object
Other users can add to database
Wanderer's Journal
A book that may be found in the dungeon. The book will detail past adventurer's journeys, or at least, their scrawlings.
Database object like note. Notes files written in book.
Pregame Store
*bandish store. Options for random and set inventories.
Java Web Start for the application
Minor changes
manuals will have a higher generation frequency
walls will change to #
color theme: i'm thinking yellow and purple
reaver style characters with a random or choice of starting schooltype allowed
I'll not be worring about portablity or clean patch design for this challenge. I don't have much of a grasp on either of these technologies yet. I hope to use the 7drl as a furious trial-by-fire and sort out portablity and how-to-make-a-patch afterwords. That said, I plan to document within my code well. And I aim for as much modularity as possible. I'll put most of my code in new
.cc and .h files; then make minor changes to the original code. (hopefully)
Thanks, a lot, for looking at this,
Christopher Evenstar
PS On using a crawl variant as a roguelike project Generally, this seems to be an accepted practice for the roguelike contest. Contest is a bit of a misnomer. There is no prize, and not much in the way of rules. I am expected to make all appropriate acknowledgements of and to document what is copied content/code, and what is original content/code. The point of the contest is not to make a new roguelike from scratch, but to complete a game or concept within 7days. Sort of a communal creation frenzy. It's all very subjective.