So far, everything's implemented except:
- Sensible AI (just random walkers for now)
- Swapping weapons from the floor (at the moment you press 'v' to take a new random pair of weapons)
- Sensible progression of weapon quality for the player (see above)
- Plot (I don't think I could possibly think up any narrative excuse for this gameplay)
- Combat system implemented: matching rotatable and reflectable weapon patterns against use and target, checking for range. Weapons can affect adjacent enemies, enemies in visual range, or enemies anywhere on the map; weapons can either choose a target at random, or damage all matching enemies.
- 16 dungeon levels (numbered 1 to 20 with some gaps)
- Procedural weapons, ordered by a reasonably sensible quality function
- Procedural enemies, 5 per level, which consist of a weapon plus a health counter
- Boss fights (kill 21 minus DLevel bosses to win the level)
- Restructuring pads, which alter the dungeon layout to favour the weapon(s) of the actors standing on them.
- Activatable assistance displays. One shows where the player can/could attack and where they could attack from, and where the enemies can/could attack and where they could attack from.
- Three simultaneous keymaps for movement. qweasdzxc, hjklyunm, and 789456123. The only people who will be unable to play this game are dvorak/azerty laptop users with a non-functioning fn key who hate vi keys. And they can jolly well edit the source code.
Edit: download link.
Also given that this is a long way off from ARRP, I guess for ARRP I'll have to release a bugfix/update version.