Bloodroot is a 3D turn-based tactical RPG with roguelike elements in which you'll control a party of adventurers searching ancient dungeons and dark caves in search of the Bloodroot, a mysterious root with healing powers said to be capable of bringing the dead back to life. The game is heavily inspired by tactical squad based games like Jagged Alliance, Silent Storm, and X-Com as well as CRPGs like Baldur's Gate and Neverwinter Nights, and RPG-like boardgames such as Heroquest and Descent.

The game will function in a real-time mode allowing your heroes to explore the dungeon until enemies are encountered, when the game switches to turn-based combat (a la Silent Storm / Jagged Alliance 2) using an action point system. Right now, combat is mostly deterministic, but that could change as I get on with testing. You'll have to use the terrain, solid tactics, and your party members abilities to defeat your enemies. I hope to incorporate some stealth/pacifist options as well, but for now I'm concentrating on the combat system. Dungeons are procedurally generated from room templates, and I'd like to eventually allow users to create their own room templates for modding the game.
I'm doing all of the programming and art for the game by myself. I'm still super early in the process, but I'm learning a lot and having a lot of fun as well. I update my Tumblr devlog (
http://bloodrootdevlog.tumblr.com/) every couple of days, and I'll try to do weekly updates or so here as well.
What I've done so far:
Procedural level generation based on room templates
Basic characters added
Character selection and visible path
Action Points
Enemy spawning
One enemy model with walk animation
A* pathfinding for enemies and characters
Basic enemy AI
Super basic combat
