Hello to no-one in particular. Marketing plan hasn't kicked in yet - probably won't be until Summer-ish. Just posting anyway to maintain diligence. Not that there's much to talk about as I'm just doing research. However, as I go through the RogueSharp code and tutorial, I find myself making mental notes here and there as to what kinds of things I need to change. I figured that I should jot those notes down into a post or two instead. Two birds with one stone, and all that jazz.
- Set tilesize to 32x32.
- I had set it to 64x64 in my first experiment, and it was just too large. 32 is meaty enough for any thumb or finger and has enough detail for the thin character design I want to use.
- Explore possibility of passageways > hallways
- This is necessary to give a cramped, trapped-on-a-boat type of horror, but with enough room for tactical choices. Better yet, no passageways or hallways, and just lots of little rooms inside of a 'big room'. That would make things easier to manage, code-wise. I can say spawn X amount of 'things' (including little rooms, barricades, containers, and roaming npcs) in 'big rooms', and then Y amount of 'stuff' (including containers, friendly or hostile npcs, detritus, and portals) in 'little rooms'.
- Stretch lighting/shadows code to the max
- I'd ultimately like for this roguelike's gameplay to be equal parts hiding, escaping, and fighting. And that requires a great deal of emphasis on light and shadow.
- Make room for swappable & custom tilesets
- At the very least, there should be the classic roguelike ascii look, and then the intended steampunk tileset. While I don't plan on creating more than that, it might be worth it to leave the door open for the community.
- Encode modularity
- EP is supposed to come with the first chapter free, but with roughly four more chapters planned afterwards. I need to ensure that the underlying code accepts this kind of modularity. It won't do any good if they can't be applied in an additive way.
More soon; stay tuned.