So I spent the weekend plus President’s Day working on this idea for a MUD / Rogue-like and I’m very happy with how it has turned out.
The concept is to take the styling of the old ASCII RPGs and sprinkle in a few modern amenities like improved color depth and bitmap layering / blending. Then add to that the idea of a “stack” of maps where lower levels are partially visible through the ground.
I envision the game taking place in large part on the world’s surface. As you explore the overworld you see “shadows” of complex dungeons below. Then you set out to find an entrance leading inside and see what is in store for you.
This idea was inspired in part by Flow, and also by my idea for a node graph viewing system where different depths of a graph hierarchy would be visible in the background with seamless navigation.
There’s a video below along with the features so-far.
- Bitmapped ASCII tile set.
- Independent ground and object stack.
- Scrollable map with edge bounds.
- Flood-filled map (eventually randomized) with place-able dungeon components.
- Perlin noise tile colorization.
- Interactive tiles (doors and stairs).
- Many-depth map (0 – 128 in video).
- Map layers accumulation algorithm to single layer via manual per-tile alpha blend.
- 1st layer below player is 66% visible, 2nd layer 33%, all other layers 15%.
My scripting system is still in place so I think next I should add an NPC pacing around in a house that gives you a quest to retrieve some item that is in the dungeon.