Currently this is in the planning/early development phase... I also dont really have a name, and basicly everything in this is subject to extreme change.
The jist of my idea is to combine a Dungeon crawling procedurally developed RPG with a fighting game. This is by no means my first iteration of this idea, but previous versions never panned out due to a number of factors. First and foremost was the fact that previous attempts where structured more in the style of a JRPG, and got DESTROYED by the prospect of level building and party management. Both those factors have been stripped away, in favor of randomly generated dungeons and a single controllable character.
I decided to go with an art style that minimizes the need for cell animation. The reason for this, is that although I do enjoy the process of drawing and combining individual frames, and the degree of control it allows awesome, half the point of a good dungeon crawler is finding newer, more badass lewt, and it would be an outright shame not to represent that on the player.
My plan instead, is to create composite sprites and use code based rotation, and a few extra angle frames per part, then just replace whatever bit of equipment with the next one, and not have to re-animate.
Something like this, in practice.
I have a basic character template finished to make use of this, but have yet to get into the nitty gritty of coding this. I like the idea of using some sort of ragdoll system, but havent fully committed to an approach to handling the animation code just yet.
Here's a template.
Im also attempting to integrate a fairly free form, yet balanced system for character creation/growth. Its sort a hybrid between a class system and a classless one. The way Im thinking of it working, is that you have the option of spending your experience points in whatever class you choose, with 4 (in red) open from the start. As you gain levels in a given class, new classes become open.
Each of the four CORE classes directly affect a stat, well the secondary ones offer more powerful techniques that take advantage of the prerequisite class' stats.
Ultimately the way this will play out is, pumping points into say, Warrior, will raise your basic melee damage, in addition to unlocking some new attacks, and weapon proficiencies. If in addition to this, you start pumping Guardian, you will be better able to defend, gain better armor proficiencies and an increased Health pool. After X amount of levels in warrior and Guardian, you will gain access to the Templar class. Putting points into this wont net you any stat increases, but will instead give you combat techniques that better take advantage of your stats, by allowing you powerful follow up attacks against opponents who are off balance from attempting to harm you.
I haven't decided if new abilities will unlock via per class skill trees, or just based on the current class level yet. There are advantages to both. The strongest advantage to skill trees is the added level of customization, present in decisions about what SORT of class X to play, and if you want to have a lot of different moves, or a few really strong (with lots of points in them) ones. The strongest advantage of using the current class level is that its easy. I dont JUST mean for me, either. It is entirely possible with a skill tree based system to build a BAD character, and although I intend to make it fairly obvious what each ability does (including listing each class and ability's prereqs in the menu) I want to shy away from to much hand holding.
The final bit, is how all this stuff actually effects gameplay.
First of, the 'standard' exploration mode is going to be top down dungeon crawling in semi real time. I say semi because using skills or accessing the menu, as well as dialogue will pause it. Im planning on including some degree of environmental interaction (meaning the player can do things like dig tunnels or build bridges.) That mode ends when you encounter an enemy, and it goes into a separate battle screen ala most JRPG's.
The reason for this, is that once you enter combat, you are in a side scrolling fighter, with more similarity too street fighter then diablo.
The way your character fights is dependent on your stats, equipment, and skill mapping.
Skill Mapping consists of assigning the techniques you have learned to different button inputs. Lets say your playing a warlock and you learn fireball, you would then map it to forward quarter circle punch (or whatever other open input slot you have) and when you get into a fight, it would be a matter of
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Different equipment setups would allow for use of different skills, and skills would have allowed input mapping based to some extent on directionality and power (meaning super powerful moves would require more complex input, and you cant map a fireball to back back punch.)
Alright, so that was a great deal about what Im PLANNING. Now for what I actually have.
1. Functional dungeon generating code, although I haven't committed to a language/platform just yet so there is a fair chance I will have to port it or re-write it.
2. Templates for the characters
3. basic dungeon tiles (walls and corners for all possible situations, and the floor. Some of the tiles can be seen poorly 'tiled' in the mockup.)
4. If I opt for C# as a language, I have a gamestate manager, extremely open ended physics engine, quick hittests, and input code that can check against arrays (for the quarter circles and such.) I also have some rendering/animation helpers that may or may not be remotely useful.
5. Adaptive AI for enemy's. (Meaning it learns to predict your actions, forcing you switch strategies)
So, in other words, not alot at the moment.