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Axu

An open-world graphical roguelike. Still in development. · By Cynapse

Features to merge from other roguelikes.

A topic by Newb created Jul 20, 2017 Views: 511 Replies: 3
Viewing posts 1 to 5
(1 edit)

Maybe add Gnomish Mines, a few Sokoban levels, a Sokoban tower at the end of the Sokoban puzzles containing an artifact needed by a quest, Orcish Mines, from NetHack. A few levels containing somewhat valuable runes from DCSS. Add races such as Ambertrites, Minotaurs, a few of your own, etc. for character setup in the beginning. Religions with benefits. Bosses like the king of Uruk hais at the bottom of a dungeon. Add towns with not just shops, but also houses with families, guard towers, town halls, streets, and the like. 

It would be nice to be able to craft tools, build shelter, and the like.

As far as my design document is concerned, other playable races will not be a thing. Part of Axu's draw is its limb and mutation system. Becoming something other than human is a task in itself. Wanna be a minotaur? Get some horns and hooves. Centaur? Fore and hind legs. Naga? Serpentine mutation that fuses your legs into a tail. I do plan on making modding powerful enough to provide the ability to create races in the future though. 

I try to keep the world somewhat cohesive, so placing in mines (other than the one in game right now) or DCSS's runes just wouldn't fit. Anything more than a nod to existing IPs would only break any immersion. 

Towns I do plan to expand though. Right now there are only single occupants for each house, shops, and hospitals. I want larger manors to exist, with cities surrounding it, roads between houses, actual guard towers (to place the already existing guards in) etc. I most likely won't go fully in depth with the generators though, since players realistically don't spend much time in any town for too long. 

Crafting buildings was a feature initially, but I removed it since it didn't add anything to gameplay. Once I get the structure for a "base" which can be raided, visited, etc in place, this area of development will continue. 

Thanks for the ideas! Hopefully I cleared up my design goals for Axu! :) 

Ok, but there is one very minor request in regards to cave bats.

They should be able to move around up to three squares in one turn making it harder to kill instead of staying on the same spot in combat.

I totally agree. They have a higher speed than most characters, but tend to try to attack rather than "hit and run". I'll do some AI adjustments to make that an actual tactic. Thanks for the idea! :D

moved this topic to Suggestions