Here’s my announcement, and a first look at the game (such as it is). Vital statistics: turn-based, grid-based, made in Unity.
The first gimmick you can already see: the player character takes up nine spaces on the grid instead of one. Most attacks and monsters and things will be larger than a tile as well. That way, small monsters (like the m in the image, which will probably be a mouse once it’s finished) will feel small and be tactically different from large monsters. Different weapons will have different areas of effect, so the best one to use will vary depending on the size of the enemy you’re fighting and their position relative to you.
If you can think of any other things to do with a heavy focus on multi-tile entities, please post them in the comments!
The art is a little all-over-the-place at the moment. I need to stop experimenting with it so I can get some actual gameplay done.
This year, my entry will be simple, quite traditional (but with platformer elements – in *spirit* of game, not in gameplaye mechanics or so) roguelike. It would tells a story about ordinary private who survive (but not without wounds…) ambush by the Vietcong. You have to reach Medevac as soon as possible.
Game will have ‘tunneling’ structure (I don’t know how should I call it – it’s about moving from one board to second board, always from one side to other side) because action will be placed in DFPs (slit trenches) and I want to make this game memorizable by ‘developing’ relationship with player and @.
I would use my good-old-code from HumFallRL and adapt this code for new tasks. And making this ‘adapt-related things’ is my plan for first day. Today I have very little time but I hope I can finish it today…
I would publish updates here on 7drl.org, on my blog and in my own topic on roguetemple forums.