Design goals
Why myRoguelike? Simple,
1.) To learn C/C++. I did a little in my Operating Systems class, but that was two years ago now (at least).
2.) To make a game. Always been something I wanted to do.
3.) Build a Roguelike that emphasizes being a rogue, aka a thief. I would like to allow for nonlinear gameplay and random environments. The design goals below currently emphasize the ‘thief’ (think D&D thief). As with everything on these pages, these are mutable goals and principles.
Here are a list of design goals, representing situations I would like to see possible within a game of myRoguelike. None or all of these may make it into the game as I decide, but while daydreaming these seemed cool. The notes are for my reference and may mean nothing or everything.
Things that would be awesome:
Thief walks into a shop in broad daylight, kills merchant,bodyguard jumps him, knock him out, grabs the loot from the register, disappears into crowd as royal guards show up.
shows: shoplifting, armed robbery, bodyguards, royal watch, against the clock, evasion, guarding
Thief under nightfall, uses a grappling hook to enter second floor of house, steal diamond broach off sleeping noble
shows: creative access to restricted areas, stealth, equipment
Thief stands on the town wall in the dark wintry night, uses a telescope to watch two nobles talk heatedly.
shows: spying, equipment, exotic location
Thief tunnels under noble’s mansion, steals heirloom from basement
shows: long range planning, creative access, destructible environment
Guards pursue thief along rooftops, thief narrowly escapes through thieves’ highway.
shows: exotic area, pursuit, escape
Rise up through ranks of guild to be headmaster.
shows: guilds, social advancement
Start own mob, have grunts terrorize peasants and extract ‘insurance’ from shopowners/residents
shows: guilds, hirelings, social advancement, unorthodox income
steal powerful artifacts and rare magic items from wizards and visiting adventurers
shows: magic, dangerous adversaries, small time windows
utilize a network of contacts to find the juiceist targets.
shows: planning aids, critical thinking, exploration?
work in a party to steal from highly guarded locations, high mercenaries to create distractions, bribe officials, cover up crime scenes.
shows: hirelings, complex jobs, justice system
royal court/magicians/policeman pursue thief between crimes, forcing him to part with earnings to maintain freedom
shows: justice system, difficulty curve, dramatic impetus
After robbing a house, thief is chased upstairs and cornered by an angry ax wielding gentleman. He jumps to the window ledge, spies an open window across the narrow alley and jumps. He falls short and breaks his leg. He limps into an alley and dies a slow death.
shows: escape routes, pursuit, dangers
Thief has a small hideaway in a corner of a sewer and returns to find items he stole stolen from him…can he track down the brazen thief?
shows: hideouts, underground, thief v thief
Thief takes to leaving a mark at every one of his crimes, eg. zorro.
shows: pursuit, reputation
thief picks up juicy tidbits about a treasure laden merchant ship bound for port, to be unloaded at midnight. He sneaks aboard and makes off with rare spices.
shows: small time windows, exotic location,
information gathering, stealth
Thief being chased lures pursuers through previous job site where they are caught in a magical trap laid after he entered.
shows: pursuit, reactive AI
Steal too much from a merchant and he goes out of business.
shows: living world
After a theft a rep from the royal insurance group comes to recommend security improvements.
shows: Reactive AI, living world, difficulty curve
Kidnap a cashier and ransom her to her parents.
shows: unorthodox income, kidnapper, living world
Thief discovers entrance to underground sewers, allowing quick and concealed access to certain spaces.
Thief stands still, and an aura of `’~., swirls about him colored in the magic he has chosen to align himself with.