>>260Just about finished with my class that enables resolution independence. Sort of related to my post above
>>195. Sadly, a lot of my effort is spent on making it feel like a polished engine, rather than a game.
I still need to figure out the width/height of the screen based on 16x16 tiles. Like, 640x480 is cool, but that only gives me a screen size of 40x30 tiles to work with.
Mechanically, I haven't thought of much beyond a D&D derivative stat system. Basic shit. I had an idea about hunger, nutrition and addiction, though.
Hunger is a simple "eat thing to not starve" sort of deal. You'll probably have some kind of stamina bar that increases hunger as it refills, but at a rate such that it isn't intrusive, say eat an item at the start of every floor or when you visit a town sort of thing.
In addition to this, nutrition. You get a bonus to morale for eating foods you enjoy, while the opposite is true. Nutrients are split into 5 categories, such as starch and protein. My initial idea was that you were "healthy" as long as 3 of them are above 50%. You'd take a bonus or penalty of 1 or 2 depending on how many of them are above or below 50%, which would be a factor in disease resistance.
The gameplay here would be that in a town, food is easy to acquire. In dungeons or long and hazardous journeys, you need to bring a few different rations along if you stay out for a longer time (like a week or month). There would be the usual rings of sustenance, etc.
I haven't really thought of an overall game or concept beyond this and a medieval setting.