The original list of features for the 7DRL version (v1.0)...
- Data-based level configuration
- Stairs
- Ability to go down
- Game seed that is used to make multiple levels with different layouts
- 10 Levels
- monster data
- Random monster generation based on data
- Enemy move-to based on sight range / path range
- Stop actors from occupying the same space
- Hit points
- Death check for actors
- Simple Bump combat (-1 HP per bump)
- Wait with space or `/~
- Passable corpses
- Sunstone item (data)
- Pedestal prop/item
- Item generation for level
- Ability to pick up items
- Ability to drop item
- Intro text to explain plot
- Ability to pick item off of a prop
- End-game trigger when placing item onto extractor
- Display hitpoints
- Show level number / progress on the UI
- Display maneuvers on right
- Melee points (positioning, strike)
- Balance points (footwork)
- Endurance points
- Actions:
- Move
- Attack ("bump" / move onto enemy)
- Wait (Space)
- Recovery - gain +1 points in all catagories if waiting and not attacked
- Survey - gain info on enemies if waiting and not attacked
- Active choice:
- Lunge/Strike - costs melee, does extra damage
- Spin - costs balance, switches positions with enemy
- Feint - costs: melee and no damage, if you "hit" than you gain 1 melee point, enemy loses 1 melee or balance point
- Push - costs endurance but attacks push (extra damage if nowhere to push to?)
- Reprise - costs melee, but does an extra attack on enemies that retreat (if no retreat, melee is still lost)
- Insistence - costs endurance, but bypasses parries (if no parry, end is still lost)
- Sweep - cost: no damage and endurance, but knocks back all enemies around
- Reflex (passive) choice:
- Parry* -- costs Melee to avoid attack (requires a weapon)
- Dodge* -- costs Balance to avoid attack (requires one free space)
- Endure* -- costs Endurance to absorb the hit
- Retreat -- moves backwards to avoid attack
- Counter-Strike -- attack, costs Melee
- Clear -- moves back attacker, costs endurance
- Stonefeet -- costs Endurance to avoid movement effects
- Ability to go up stairs
- "Level up" - gain +1 point and a new action for each level that is explored
- Show description of level when going up/down
- Handle pushing past if on same faction moving past
- Monster wandering
- Fleeing AI (just random for now)
- Random order for actions
- Lighting / visibility range based on sunstone
- Starting level ("Town") - partially explored
- Title screen