That looks really interesting Hoffman! Do you have a website or something?
Nope not yet, but I will. You can follow progress here if you want. Roguetemple is a small but active community there I just discovered, and it seems like a great place to go for roguelike fans. I just started spaming a thread there on my development.
http://www.roguetemple.com/forums/index.php?topic=433.0 It's not quite a game yet. I'm trying to build all the parts and game mechanics and then throw levels on top of it. Basically, I'm designing the combat/spell/skill system first with the UI.
I'll at first have distributable .jar's and currently have it running in an applet wrapped in a JFrame. And plan to release a stand alone game. But eventually I want it to run in a browser.
Anyway, about the game. Both the player and enemies are 'monsters' and the AI is reflexive, meaning I can make a mob friendly and it behaves as a companion. There is a spell in game that dominates an enemy (highest level mind spell).
Spell targeting is used by both the player and mobs, and is handled by a function that returns the spaces affected. Spells can be balls (AE), single target, PBAE, rays, bolts (can be blocked), and self targeting. The AI will choose debuffs, buffs (I might not do this at first), and heal using information on player status, mana, and who they'd hit if they'd cast.
The game is based on elemental focuses. Any character can chose an elemental path (or not), and it will add additional bonuses to melee and ranged combat and make high level spells of that element available. There are 4 spell schools. The spells will be very 'crowd control' heavy offering a variety of effects to mitigate damage offensively. Meaning you can blind enemies to prevent them from targeting you with spells, or confuse enemies and they will throw fireballs at each other. There are a wide array of status effects currently in game from confusion, burning, poison, slow, frozen, stop, corroded, diseased, stunned, paralyzed, lull, dominate, daze and weaken. Casters will be very fragile, but have a variety off tools to use to prevent them from taking damage. Melee champs will be very tough on the other hand.
Right now I'm putting in all the spells. Basically trying to add a bit of symmetry to all the different class paths. My goal is have all the parts in place and have an alpha to release by the end of summer. Basically I'm going to implement all the cool spells and abilities I want in the game first.
I'm missing so far... wands, scrolls, potions, spell books, food, item identification, stealth, and magic item skills, and about half the spells.
I'm going to kept the thread updated, if anyone wants to read it. Maybe you'll find it helpful in developing your own roguelike.
Anyway, I don't expect it to be a great game anytime soon. But, I want it to get it to a point where I am thinking more about game balance, food clock, level progression, side dungeons and other stuff that will make it a complete game.
Oh and anyone who wants to develop a roguelike without doing a lick of programing. Start following some of the actively developing ones and start testing them. Test and give feed back. There are a ton of really cool projects that could use the attention.