Hey, just thought i'd post some information on a project I've been working on for a while now, called Magelight. Its a Rogue-like top down dungeon crawler, heavily based around magic. Main/Important Features: Spells: *Insert Harry Potter reference here* Spells are of course the bread and butter of this project. I want to make spells interesting, not just the standard Fire, Frost, Shock, and the projectile versions of those.(Although they are in the game) This is easily the most varied part of the project, so I'll talk more about it when i have some cool examples. However spells will not be learnt instantly (Like in, for example, Skyrim) they will be learnt over time and in stages. For example, You find a Spell Book for spell X, and you activate it. This will start the process, and there will be a time limit to wait, before you needed to do a certain thing to proceed to the next stage (For example, doing a certain Ritual, or killing a certain monster related to the spell etc) Depending on the spell, there might be one stage, or many, but this will add some complexity to the procedure, instead of just finding a spell book and instantly knowing it. You can also only be learning one spell at a time. Rituals: For Cthulhu! Rituals are going to be a large part of the game, and the best way i can describe it is that its normal crafting systems weird cousin who occasionally has a knife on him. Rituals can be your friend, by giving you access to new spells, ability's or summoning help. Or it could curse you, summon Death etc. However, you will need to do Rituals to gain access to higher tier items and spells, which will allow you to do more Rituals etc. Even though some of the Rituals are dangerous, i want all to be useful in someway, if their not helping you directly (New spell or item etc) the horrible Blood Demon it summoned that devoured your face and caused you to use half your good potions to survive it, dropped a really handy ingredient... Notes: "God, I hope there isn't a crude drawing of genitalia on this..." Notes contain the recipe for any ritual, and its completely random... meaning you could end up knowing the required items for the "best" ritual in the game right at the start...have fun getting those items though. Also the note doesn't tell you what the ritual does. I'm not completely evil though, so the recipes will have consistency, meaning you could try to vaguely guess whats gonna come out of the Alter... Better pack some extra potions just to be safe though... Gear: "Denise, Those Mage robes, are so last season!" Obviously there is going to be gear, but I've been playing around with idea that all the gear has some negative side effect as well as the positive, so you don't just want one with the highest stat numbers and have to think about it a bit more than normal. I think this would add a interesting dynamic to hunting for gear and choosing what to take. Maybe i'll be super cruel and not tell you what the effects are, and you have to use an item to find out... or just wear it and hope for then best... better hope the effects are not permanent though. Let me know what you think. The Map: "I think we're lost..." Let me clear this up now, so there is no confusion. Its not open world or anything like that. What it will be is similar to Payday 2's Crime.Net system... Randomly generated levels or player made levels you have (If this is ever on Steam i would implement the Steam Workshop for getting them) are placed around the map, and after selecting one of them, the level will start in the dungeon, and you will progress through it. However, unlike Payday 2's Crime.net, it will be based around your level, so you wont need to wait half an hour for a level that will be worth doing. After finishing you will return to your home, where you can go back to the map and select a new level. Home: "There is no place like home" After finishing a level, you will return to your home. This is where you can prepare for the next dungeon by creating potions and learning spells. The home will be customizable, and you will need to. You will need to find, buy and create the different crafting stations. You will be able to plant seeds to grow important plants for potions, and many other things. Lite Features (Its sugar free!): Time out guys! Health doesn't passively re-gen when in a dungeon. When having an epic battle, i don't want to be able to say "Hold on bro, i know your trying to kill me and all, but time out" and then go suck my thumb in the corner of the room and regain all my health. Your gonna be using health potions for healing, which work over time not instantly. Hold on bro, i got this! No "Recommend level" for dungeons. You will be told some information about the dungeon, and have to work out if the Risk/Reward ratio is good enough for you. Even if it contains the most hellish creature imaginable, you could still go in at level one. Wouldn't recommend it though. Planned Features for Early Alpha (That still need to be added): In no particular order: More enemy's Pre-made maps Player base for crafting items + base customization At least one of each spell types working Armor (Semi-Finished) Skill trees (Finished) Map Menu, to select levels (Finished) Level types Map Editor (Finished) Saving and loading (Finished) At least 3 fully working bosses Images: Spoiler Shooting a Firebolt at a spider. You can also see the Health, Mana, charge time and coin count in the top left. The bar at the top of the screen is the boss health bar. The basic inventory screen + tooltip. The particle blood system The Dragon Boss. Hopefully i get to add a lot more types. If your wondering how i want the combat for these guys to be, look up "Skyrim Deadly Dragons" and "Skyrim Dragon Combat Overhaul" of course that's just how i want it to be, but its all WIP. Let me know what you think, even if its negative (Constructive criticism maybe?) and if you have any suggestions or questions please tell me. Thanks for reading!