Prototype of this game is finished, and this is yet a very great success for me.
As last feature I introduced dungeons (not really a roguelike without them ). Dungeons are not the ultra-deep things seen in other roguelikes: they serve the sole purpose to hide once more obelisks, giving the (design-) chance to put the most advanced ones in really dangerous places.
At the moment, dungeons are implemented as a submap of an area. There's one level only, and the entrance is the exit too (you go there not to find the exit, but obelisks, and you know where to go to back to the area map). I didn't spent a single minute in implementing an algorithm for their generation: they follow the same rules used for external areas, but with dirty terrain as default and rocks as barriers. I just wanted something to enter in, wander around, grab things and exit.
A feature of dungeons is that they use the character's dark-field-of-view stat in order to uncover explored tiles (instead of the field-of-view stat for the area map). This stat starts at 0: that means that you can't see anything around you if you enter a dungeon at the beginning of the game. You need to be equipped with torches, and you get torches as soon as you find the Fire obelisk (which must be placed NOT in dungeons...).
So, this part of this adventure has come to an end, and I'm pretty proud of what I have done. Now I want to play a bit with this toy and maybe polish a minimum to have something to release. With an early alpha (or late-prototype) I can think to run a page on indiedb and start an actual development.
But not now. Now I need an holiday.
I put here the prototype exe as it is, for those interested in. "As it is" means that it lacks almost every kind of "user friendly" feature. A lot of things are there for the sake of test only: for example, dungeon entries are always in the first column of tiles, at (x=0, y=25) to make entry test easy.
Enough apologies, enjoy!