Supermikhail, I like the idea in concept, initially it grabs you as an interesting idea which Is a great start. You should make the game immediately.
A few questions though, which I'm sure you've already considered:
Ok, but how DO you get the seeds?
Are there different types of seeds?
Why wouldn't you just leave the game on overnight, and then harvest a field full of Gargantuan Tarrasques come sunrise?
Are there other people trying to steal your crops?
Can you keep these people out with fences?
Do you just have to cut them down? No further challenge than 'a'pply 's'ickle to cockatrice?
Why should you want more experience?
What are the incentives to levelling up?
Further access to more tools / fences / chemical additives?
Who said anything about fences?
Are there alternative uses for the seeds? A decision on whether to plant, or use for something else?
My March Roguelike (mainly conceptual, incomplete)
It's called 'Roguelike Tycoon', and the pitch of the idea is below. CUrrently it is not particularly well advanced, but the start of the game is there pending a Libtcod display issue I can not figure out. The main gameplay mechanic is the collection and retention of knowledge and reputation, and using that knowledge and reputation to make money.
A 'player' knowledge database is maintained and updated alongside a fixed 'master' item list. The master item list is 'the truth' about the items base information. The player knowledge database tells us what the player knows (or thinks he knows) about all the items. Each individual item is a seperately maintained item in the world item list. This allows a player to always identify a Scimitar once he knows what one looks like, but if he doesnt know he will just see it as a Curved Sword. Metagaming would tell you that if you knew what a Scimitar was, and you saw another Curved Sword, you could deduce that it wasn't a scimitar, but that's part of roguelikes really.
You are a store owner in town, providing supplies for the local adventurers. These adventurers go off to N, S, E or W dungeon, where they go to plunder treasure and bring it back to town, or keep for there adventures.
Ultimately I want the inventory management of all entities to be fixed, so there is a 'limited' stock of equipment throughout the known world. Items will get created and destroyed through various acts (immigration / emigration of characters for example) but undoubtedly the start of the game will see something a bit more abstract (randomly changing stock at each faction HQ, I should think).
The gameplay reason for this is that I want the appropriation of supplies and goodies to determine the relative strength of the factions. Each faction also has an affinity for one of the dungeons (or the town). A limited equipment stock could make this so that over the course of a shopkeepers career, he could effect the strength of various factions by treating them more favourably. The business decision on this could be to drive down competition and improve your own standing, with limited coin-based wealth there is only so much you can pick up at the Auction House.
Which brings me to the Auction House. Owned by the Merchant Faction, currently it generates a random item and random bidders for each visit. (or at least, I think it does, I can't make it display properly).
Ultimately it will gain stock through world events. Perhaps an adventurer has died in a bar fight in The Mermaid's Purse Tavern. The Swashbucklers (faction) who own this building would appropriate the items, potentially keep anything that they like (light armor and curved swords, perhaps - maybe eyepatches). The rest they would just offload to the auction house for a certain price. A transaction gives the Swashbucklers Wealth, the Merchants obtain the items and lose some wealth, the auction house gets a new set of 'lots'. It would be nice if the lots were run every 100 ticks, or something. So you have to keep checking the Auction house and putting a sealed bid in on the items that are on sale. Each lot should get a number of watchers, probably randomly generated from the Factions in town, and they don't change for each lot (gives you an idea of your competition).
NPC knowledge is based on a (currently) simple algorithm that decides on the type of item that is being 'appraised' and matches the NPC faction and level against the item in question. An NPC will get a 'confidence' rating which is used to decide whether he places a bid or not.
E.g. a level 4 Warrior will definitely know that the Scimitar in front of him is a scimitar. Because he is significantly higher in level than the simple curved sword, he will know whether it is made of higher quality material or not, and he will probably know whether it is enchanted.
A level 1 Priest will just see a curved sword, but he will know if it is cursed or blessed.
A level 4 Mage will probably know that it is a scimitar (because of his level) but will not know whether it is good quality, or enchanted, because the item isn't familiar to his faction.
If the three NPCs above were the only people watching the item, you would know that the Warrior would likely bid, and his bid would be close to the true worth of the item. The next two are unlikely to bid, but could do, and if they did the bids would likely represent what they know about the item. This unsurety would mean they would likely just treat it as a 'curved sword' and offer something quite low, with some variance applied. IF this sword is enchanted and high quality, the Warrior would snap it up. If the warrior wasn't there to bid, this would be an opportunity for the PC to go for a potential bargain.
The PC should have one chance to Appraise each item to find out something he doesn't know about it. The PCs appraisal skill compared to the item level would decide how successful the appraisal is.
Other future goals are:
Each item gives an adventurer a bonus / penalty when dungeoneering. A successful adventurer who returns to town after using the Excalibur he bought from your shop for 3GP will sing your praises, and your rep. will fly up.
Conversely a successful adventurer who returns to town after using a cursed fish of flapping that he bought from you for 200GP will lead to a hit in your reputation.
But of course, if the adventurer doesn't return, then there isn't an issue, is there?
Also as well as generic +/- penalty, some items should affect the world more. It would be great if an adventurer decided to 'genocide' 'shopkeepers'.
Or summon a demon in town.
Oops I got a bit carried away there, anyway, I'll post the (rudimentary) screenshots tonight.