I've been doing some more work on my rogue-like, Dungeons of Thenoz.
Basically it's got like 20 enemies who are all basically the same with a few stats changed, bosses and items in a randomly generated dungeon (my best generated dungeon yet). It's similar to Diablo/Dungeon Siege and it'll soon have an item inventory engine which I have worked out an easy way of doing.
You have four main attributes being Strength, Dexterity, Vitality and Mana. You get a small boost to these stats when you pick a class at the beginning of the game.
A very simple sword engine is complete, there'll most likely be a number of different engines, such as Bow & arrow, Dagger, Mace and Axe and stuff.
On the inventory screen, you've got 7 equiptable slots, Torso Head Arm Leg, two ring slots and an amulet slot
Items will have randomly generated stats, stuff like +8 vitality, +2 mana, +armour, +damage, +Sight (dungeon shroud), +str, +dex, +stamina... and probably something with elementual resistances and elementual damage. (the elements being Fire Ice Lightning Poison)
You probably won't see a Helmet with +damage or a sword with +armour.
I've designed all the stats for the enemies, health, Speed [zombies r slow :o], attack damage, whether they can attack from a distance, the colour of their blood, their elementual damage, their elementual resistances (in total, they've got 17 local counters. 7 being their main stats, 8 being their elementual damage and resistances, and 2 for randomized tempory numbers).
To make things easier for me, the experience you get from monsters when they're killed is simply a random amount from their "starting health /4*3" to their starting health.
The main part of this game is the random dungeon which I love... it's not all that complex, but it's still the best engine thing I've made so far.
Forgive me for this pile of random notes in which I can't be bothered to spell check.
This post has been edited by ZoMbIeGuTs: 12 October 2005 - 05:21 PM