Update:
New Youtube video: http://www.youtube.com/watch?v=A3TPPLu2ikkSo I've been dealing with some really crippling bugs as of late. Finally I've found the problem. Python is a 'pass by reference' language, meaning if you say a = b, b will point to the same object as a, not a copy of it. All my game objects are lists, so when I was populating the map array with monsters, it was just putting in pointers to the original monster list object.
Long story short, I discovered the module copy.deepcopy() function to duplicate nested lists and am back on track.
So, whats new in the video?
The monsters are keeping track of their locations, and the game only displays the monsters in the local field of view.
Monsters have the right hitpoints, field of vision, and speed.
The player has a FPS style mouselook, hands, and a hud which displays the name and hitpoints of the monster under the crosshair.
The monster material has been fixed (they used to glow in the dark), and the game has realtime shadows.
What's coming soon?
Objects, the code for objects is going to be the same as for monsters so that will be easy
up/down stairs, a town level, doors in the dungeon.
Player stats - needs to be somewhat complete before I can attempt combat or things like stealth and picking locks/bashing doors
monster ai. Chase the player, move somewhat or completely erratically, flee, and only attack the player if he is out in the open. I also want to make some lightweight flocking type algorithm, so the monsters don't group up when chasing you.
That sounds cool, but I guess I'm a bit worried that, although this is 3d, roguelikes may need to be tuned a bit to work better in 3d.
I guess a good example is The Legend of Zelda, where the 3d version was drastically different from the 2d version, because the translation didn't work too well. Eye candy is a good addition though, and I don't want you to overcomplicate this game before going through your easier to impliment vision. I'd rather have a decent game than a great game with horrible bugs (and not to mention that bugs force you to savescum).
Yeah good point. I have a feeling the game will translate well to a first person shooter, but if not it will be trivial to change the viewpoint to over the shoulder or isometric at the end.