Thursday, February 9, 2012

Update

I haven't worked on the game much lately, but the core engine is mostly done. I've got a system set up where I can dynamically load chunks/maps to and from the disk. I've got a really basic AI system done. There's two basic types of AI right now; passive and aggressive. Aggressive AIs fight you, passive AIs just move around randomly. Obviously this will change, but for right now I'm getting comfortable with the pathfinding system Libtcod generously lets you use.

An adventurer slays an evil skeleton with some goats grazing nearby.

Next in priority is to add a hopefully mod-friendly item generator that would allow simple input to dynamically create new item blueprints, such as:
[Sword]: weapon;15;10;"A sharp weapon!";/

Where the format would be "[Name]:objtype;weight;modifier(damage, potency, etc);description;symbol". These blueprints would be stored in a dynamic binary tree (ie std::map) for easy lookup from anywhere in the game.

Tuesday, January 31, 2012

Jade's World: Prologue

This is just some rambling to get my thoughts out there. Apologies in advance for any incoherent babblings, unnecessary tangents, etc.

Jade's World, in concept, is a sandbox roguelike centered in a fictional alien world in a science fiction setting. Jade's World will attempt to stray from common roguelike archetypes, while incorporating some familiar gameplay into its own fun mixture. The game will make the player feel lost in a wondrous but dangerous world. From the start, Jade's World will be a challenging roguelike with seemingly infinite dangers. The player will not have an ultimate goal, an end boss, or preset paths to follow. The ultimate objective, however, is to survive. The game will have dynamic weather and day/night cycles. Neither day or night will be "safe" in this strange world; both cycles will be full of dangers and vicious creatures ready to spill some human innards in a snap. Once the player identifies his world as relatively hostile, the next sane choice would be to construct shelter (or seek a nomadic life it that tickles their fancy).

Jade's World will span infinitely, indeed, randomly as well. The whole world will be randomly generated, with dynamic creature populations. The world will be split into sectors; these sectors may contain populations of creatures that can decrease and increase over time. Creatures may have natural predators or prey that directly effect its population count. If the player goes on a mad rampage murdering a specific creature that has been causing him trouble, this may cause a boom in population of creatures which were the other creature's prey. This is probably where Jade's World stops making sense.

The planet itself will be full of lore that may provide tidbits of information as to why the player is here. The player's character starts with amnesia, but with the help of some of the sentient inhabitants of Jade's World, manages to regain some of his/her memory (character customization, skills, traits, etc). The player is the only human on Jade's World, and on this strange planet just about every form of life is imbued with a special energy. Life on this mystical planet is mostly dependent on this peculiar energy. Humans are directly incapable of using this energy, but can manipulate it with great prowess given enough practice and assistance from friends.

As a direct result of this strange energy that bleeds from the planet, events on the surface do not follow common logic. You may be faced with a gang of otherwise inanimate trees threatening to kill you, a dancing choir of eating utensils, spontaneous wormholes, or even randomly-generated creatures that have bled into this space-time from other dimensions. Because of this, the game itself will have both a humorous but stern atmosphere. If you don't like the idea of getting feces flung at you by a tree ape and then dying of disease slowly, then you won't like this game!