Quick update on what I've done. Progress has been slow mainly due to exams
I did away with the whole xy coordinate thing because it would've taken TONS of time to code the whole place. Instead, the map is divided into 15 'Holds' ( inspired by Skyrim ) and each Hold has 9 areas, the centre and the eight directions of the compass. So 9x15 would be 135 different areas, which isnt nearly as bad as my previous idea. Here's an example of an area, the north-eastern region of the Nentir Vale:
http://i.imgur.com/c3kparf.pngAnd then there's the obligatory RPG inventory. The equipment system is based on body parts.
http://i.imgur.com/fsyjj23.pnghttp://i.imgur.com/2XiM33Y.pngThere are four stats currently, 3 of which make a difference, haven't decided what to do with Intelligence ( wanted combat to be melee-centric )
http://i.imgur.com/R2SVQge.pngAnd finally, dungeons! Dungeon navigation is text-based as well and a pen and paper (gridded ones preferably) is vital to successfully navigate the dungeons without getting lost, as backtracking is essential eg the main door was locked so venture deeper to get the key then find your way back to the door. Also, in larger caverns/labyrinths the hand drawn maps will tell the players where to sleep safely, where water can be found etc.
http://i.imgur.com/DV7Hghy.pnghttp://i.imgur.com/k1LSUPG.pngOh yea totally forgot to mention the combat. I dropped the party-based approach and made it a solo adventure. Combat is all one on one encounters but if there are multiple enemies in the vicinity then you fight them one at a time which is still difficult because after the first fight you would have lost some hp and fatigue ( fatigue loss lowers your Defence and damage capabilities )
What happens is the player will choose something to do, and that action is compared to the enemy's list of actions, eg in turn one a bandit will attack, turn two he will do a combat roll etc. The outcomes are listed as follows:
- someone attacks and the other defends = standard dice roll against the defender's Defence skill
- both attacks at the same time = if the difference between the two attackers' Dexterity is more than 4, then the one with the higher DEX will land his attack first and the weaker attacker doesn't get to attack. if the DEX difference is less than 4, then a parry occurs and the character with the higher Strength stat will win.
- someone attacks and the other dodges = dice roll against the dodger's Dexterity skill. Penalties based on armor worn.
- both defends/dodges = hilarity ensues
http://i.imgur.com/ZiSi30K.pngBasic attacks will grant you 'attack points' which you can use to pull off more powerful moves. The advanced moves will either deal more damage, give a higher Defense, have a higher hit chance, or give temporary bonuses to the Strength or Dexterity stat. Beware though, moves that gives you more Strength will also cost more fatigue.
http://i.imgur.com/xxOosPA.pngThe weapon you have equipped will determine the moves you can use, eg two handed weapons rely more on the Strength stat. Also, you get a short rest after every 4 turns to restore your fatigue by a bit and change equipment or use an item. The enemy's move list will also reset after every break, but harder enemies will have 8, 12 or even 16 moves on their list. This means that if you have fought a certain enemy type, then you would be familiar with what they would do and counter their actions.