November 12, 2010

Grand Rogue Auto

So, here is the development blog i am going to use during the writing of my first official roguelike (written in Delphi for Win32). First of all, i'd like to apologize for my basic english as it's not my native language. Anyway, here's a basic description of what i'm trying to achieve:

Grand Rogue Auto (GRA) will be a roguelike using graphical tiles and a somewhat decent GUI. The setting takes place in a procedurally generated city (populated with citizens, shops, buildings of several floors,...) and its neighborhood. The player will gain money by completing random missions, wreaking havoc, and working for different factions. This money can be used to buy ammo, weaponry, armors, locations and so on.

The main goal of this project is to build a procedural GTA clone with a very high replay value.

This said, several improvements over GTA are planned:
  • First, GRA will include a lot of unique NPC with their own needs, jobs, goals, agenda. Those NPC be used to contribute to the uniqueness of each game and will be mixed with random/dumb bystanders.
  • The map will be randomly generated each new game, and you theoretically can visite each building
  • The player will have several skills he can improve in a RPG (light) fashion
Currently the game is at a very early stage of development. Pathfinder, line of sight, movement, object handling, ... In other words, the backbone of the project is completed. The display interface is also more or less finished (granted you call something using the GDI 'finished'). And I am currently working on the map generator. The AI will follow next.

I don't exactly know when a first alpha will be released, but let's say that you should at least get a mindless bystander massacre simulator before Christmas.

Cheers.

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