Hello, venerable Bay12ers, purveyors of justice and all that is right.
I've been working ever so slowly on my Python skills over the past year or so, and after overcoming several conceptual hurdles a couple of months ago, I actually managed to pull together something.
This has manifested in the form of a relatively simple, but hopefully reasonably interesting 'roguelike' I am choosing to call '100 Heroes'. It's coded in Python, with the Libtcod wrapper, and you will need Python installed if you want to run it.
SOURCE - Python version latest code
EXECUTABLE - executable, built thanks to Lord Dullard (
Cult Developer and all round good egg)
The premise is that you play the role of a retailer in a small town beset by troubles, in the form of a dastardly set of dungeons springing up in the locale. You can immediately see a nice gap in the market to trade in the tools of war, and through shrewd buying / selling of goods, you have an opportunity to make a tidy profit. Amongst all this are 100 persistent heroes, from 12 factions, who mill about the world, going about their business.
(CURRENT(ish) VERSION SCREENSHOTS)
The heroes themselves are very abstract, but they do have simple needs which drive their purchases. I've got some loose plans around making their behaviour more complex, and there is a fairly straightforward route to giving them all individual opinions about the various factions of the game. As with any new feature, it's a matter of coding it, which won't happen any time soon, but maybe (hopefully) I will get another spurt done in the next few months.
Some Features:
*Realistic shopkeeping simulator, including a month by month ledger recording all your transactions.
*100 heroes persistent throughout the world at any given time. When the corpse of a hero finally rots in a dungeon, a peasant or noble will rise to fill their shoes.
*Read each Hero's internal monologue as s/he travels through the world and adventures in the dungeon.
*Hero skills. Each Hero type will gain skills associated with their faction which changes how they interact with the world (a couple of skills implemented at this moment ...)
*Merchants. A particular type of hero who will come to town, looking for goods or with a healthy cargo of new supplies.
*Too many surnames beginning with the letter ‘H’. Hockadays, Hodkinsons and Horgans of the world finally get a game with which to vicariously live out their desires to work in retail in a high fantasy setting.
*Player knowledge system: Start off an ignoramus, slowly and methodically pick apart the details of the world to become something akin to the Hugh Scully of generic-fantasy-land.
Some goals:
*Slow, fun gameplay to try and create the means with which the stories of these heroes can be told, set against the backdrop of the player making money by the accrual of knowledge, good pricing and stock control.
*The world should change, dynamically, in accordance with the amount of evil left in the world. Heroes plundering dungeons and killing monsters are also killing dreams. Without Orcs, the visiting marching band of Pixies start to come to town more infrequently. And possibly rampaging Balrogs if the heroes bring the wrong stuff out of the dungeon.
Hope one or two of you would be interested in having a play about, it would be cool to get some feedback or thoughts or anything really. I am inexperienced in coding, and I have got some plans to do more work on it, but don't let that stop you if you want to offer any particularly cutting commments.
Thanks,
mendonca