I'm a new user here, but I'm not new to the forum. After thinking through my roguelike project idea for some time, I've finally decided to post it here. Any questions or comments would be appreciated.
OVERVIEW
My idea is to create a game in the style of a roguelike in which the player has a completely mutable and open world, where their actions leave effects long after they've (inevitably) died. It will include being able to start your own farm, build your own house, hunt wild animals and fight monsters, create relationships with individuals and civilizations, crafting and forging, and hopefully numerous other ideas that I haven't yet thought of.
However, I am striving to make the game realistic. What I mean by this is that the player will need to eat, drink, sleep, etc., and the actions performed by the player would be limited to realistic circumstances; so chopping that tree, instead of five seconds, may take upwards of 15 minutes (in-game). In addition, buildings and structures will be built brick-by-brick. This means that the player can build their own house from the bottom up, and that the materials required would be realistic (and that it could take Joe Smith a few in-game days to gather materials to build a small wooden hut).
WORLD GENERATION
The world will be procedurally generated based on numerous parameters. First, a height map is introduced. From this, a land-or-water map is created (basically just to help with later procedures). These two maps are then used to create many more maps for other parameters. The order of the generation of these maps is:
- Height
- Land-or-water
- Coastal (used for temperature)
- Temperature
- Rivers & Lakes
- Biomes
- Precipitation
- Plant factor
- Animal factor
- Danger factor
- Civilization factor
- Towns
- Lairs
- Roads
I am thinking about using continuous time elapse as the basic action mechanic. What I mean is that it isn't turn based, so that even without giving any input, time will elapse in-game. However, during some actions such as talking or sleeping, time may slow down or speed up, respectively. So instead of being able to take your time, wondering which way would be the best to run away from the giant horde of alligators chasing you in the sewers, you have to run for it, and so thinking (and planning) ahead becomes a very important skill.
SKILLS & STATS
I am thinking about, instead of having overall levels and being able to increase stats as you choose, having the player's "strength" grow based on the skills that are being used. So for example, you would actually have to cut wood to increase your woodcutting ability (as well as your Strength and Constitution stats, perhaps?).
OTHER STUFF, NOTES, ETC.
Eventually I want to implement the other features that I mentioned in the overview, but I haven't thought about them enough to give them enough explanation here. So for now, that's about it.
Also, feedback would be greatly appreciated; at the moment, I'm looking to bounce ideas off of people and to see how well people react to it.
Finally, if you think this is too much of an undertaking, I stress that this is a LONG TERM project, as well as a hobby of mine.
Thanks for your time,
Selenaut






