Welcome to the Wa homepage!
		Wa is (well, will be) a rogue-like game set in a fantasy/oriental setting. 
		(This means I am not going to try and re-create an authentic Asian setting, 
		much of my inspiration comes from the old Oriental Adventures supplement for 
		AD&D, comics and cheesy, cheesy movies)
		
		
		What's a rogue-like game? It's a genre of computer roleplaying games descending 
		from an ancient game called -appropriately- Rogue. Some of the more famous 
		members of the genre are Nethack, 
			Angband (and its many, many variants) and ADOM. 
		Those three in particular are still in active development and have big enough 
		communities to have their own Usenet newsgroups, but there are tonnes of other 
		roguelikes. RLs seem to make popular programming projects.
		
		
		Some of the usual features found in this type of game are:
		
			- 
			Replayability - many aspects of the game are generated randomly, meaning each 
			game you play is set in a different world than previous games
			
- 
			Single player - usually, you control only a single character
			
- 
				ASCII graphics - most roguelikes display the world in an overhead view using 
				ASCII characters to represent things in the game. (Classicly, the player is 
				represented by @) Some games have optional tile graphics and there 
			have been attempts at making 3d/isometric views for RL games. Some people 
			consider Diablo and Diablo 2 to be roguelikes, or at least cousins to the 
			roguelikes.
			
- 
			Permanent death - in most rls, when your character dies, you can't return to 
			the last save point, your character is dead and you have to start a new one. 
			This adds a degree of tension to the game, and makes winning a noteworthy 
			accomplishment. Backing up your save files is considered serious cheating by 
			most players.
		
I decided to start Wa to learn the Python programming language on a fun 
		project. My work on it is fairly intermittent. In December 2001, I created a 
		cave generator and some (crappy) line-of-sight code. I built the first version 
		using Tkinter (a Python interface for the tcl/tk scripting language), but it 
		was quite slow. That's about all I did with it for a while, but this spring I 
		was doodling out a path-finding algorithm and added it to the game. I also 
		re-implemented the user interface using the Pygame
		libraries, which are a wrapper layer to the SDL 
			library and this seems to be quite a bit faster than Tkinter, for what 
		I want to do.
		
		I have no idea when a version that is actually playable will be produced. With 
		the nice summer weather coming up, it might be hard to find time for hobby 
		programmng. I haven't posted any code yet, because there isn't much to show and 
		I haven't decided what license to release it under. (A open source license of 
		some sort, but I have to decide between the GPL and a BSD-style license)
		
		
		As mentioned, Wa is implemented in Python, so it should be fairly cross 
		platform. (Pygame/SDL is available on a number of different platforms, and I 
		may also look at doing a curses version of the interface)
		
		
		News
		
			- 	9 Feb 2004 Added a new screenshot showing independent light sources working in the game.  Now, a
				torched dropped on the ground or a lamp carried by a monster will provide illumination.  I have a few more details to fix to better
				handle overlapping light sources, but once this is done, I think much of my work for the next little while will be adding content
				for town and quests in the prologue.
				
 
 I also realized that I should be using the .gif (or maybe .png?) format for my screenshots.  When I use .jpgs, I the colours seem
				to turn out faded and weak.  So starting with this screenshot, you can see how colourful my game actually is :)
 
 
- 	21 Jan 2004 I've been making a fair bit of progress lately.  (Frequent updates about what has been implemented and what I'm
				currently working on can be found at Wa's LiveJournal.  I'll update this
				space with bigger news items.
				
 
 Anyway, I completed the basic mechanism for quests and the saving/loading of games.  Here is a screen shot
			       	of the player exploring the first level of the first quest.  (The indoors part of this level is randomized, using the tower generator I wrote)
 
 
- 	15 Jan 2004 Holy cow!  Has it been this long already?  In response to a few emails I've received, I have decided to get 
				off my ass and start working on Wa again.
				
 
 My first task this afternoon was to switch the game from loading the fixed wilderness map from an xml to a using a pre-parsed file
				stored as a serialized object (via Pickle).
 
 Here's a screenshot.
 
 
-  	2 May 2003 Added a screenshot of my map editor, which will be a big help in creating the XML files
				for the fixed wilderness sections of the game (and gave me a chance to try out curses under Python).  Also, using ideas from an 
				article on Roguelike Development (hopefully Björn will have his DNS issues
				worked out by the time you click on this), I created a tower level generator.  One of the quests in the Prologue will take you
				to an undead-infested tower, so this as another important feature to implement.  I have one more little tweak I want to do to the
				algorithm, but it's generating fairly nice looking towers already.  (No screenshots yet)
				
 
 Snipped out the old news to keep this page from getting excessively long!
 
 
Older News...
		The Game
		
			This section has details of the game. Some of these will be sketches, ideas or 
			features I intend to implement, but I'll try to describe what is actually in 
			the game and what is still on the drawing board.
		
		Characters
		
			I don't intend to have super-strict character classes (2nd Edition AD&D 
			style for instance). Instead, users will pick their starting roles, which are 
			essentially templates of what they've learned up to this point in the lives at 
			the start of the game. From then on, the character will be shaped by the 
			various skills they study as they progress in experience level.
		
		
			Of course, the starting role will influence what they learn. If you are a 
			spellcaster-type character at the start, it will be more diffuclt to make the 
			switch over to being a fighter. Skills will be taught by masters found in the 
			game, who will be a little different than normal shopkeepers. You won't just 
			walk into a 'sword training shop' and improve your sword skill. The master 
			first has to accept you as a student, with each master having his or her own 
			requirements for potential students.
		
		
			My biggest concern about this scheme is to make sure there are a variety of 
			useful paths to take in character development. I don't want to end up with a 
			game where there is only one way to win. Role affects the character's starting 
			skills and equipment.
		
		
		
			I have defined four roles so far: 
 Bushi - the standard warrior-type 
				role.
				Sohei - warrior-priests, the cleric of most games.
				Ninja - stealthy, spy-thief type.
				Sorcerer - spellcaster role. (I haven't found a good Japanese term for 
				sorcerer yet) 
Another idea is for a geisha role, which would 
			be a bard style character. I don't know how that will fit into the game yet, so 
			I'm leaving it out for now. I might also add shukenja, who would have a more 
			pacifist role, similar perhaps to healers in Nethack.
		
		
			Characters will have one of four social classes - samurai, farmer, merchant and 
			outcast. The social class affects starting equipment, skills (to a small 
			degree) and how NPCs react to you. Some masters may only train students of a 
			certain rank.
		
		I haven't created any races for the game yet, although they are a staple of 
			fantasy RPGs. I have a few ideas: human (of course), tengu (winged goblins, 
			tricksters who make good warriors) and kitsune (a race of spellcasters who can 
			transform into foxes). These are still drawing board ideas, however.
		
		Magic
		
			I am thinking of a magic system based on five elements (earth, air, fire, water 
			and void) but haven't decided how spells will work. AD&D style, implemented 
			as skills, etc. Nor have I decided if there will be a difference between the 
			magic wielded by sohei (who are priests) and sorcerers.
		
		Screenshots
		Getting chased through a cave complex by hideous h's!
		(24K)
		
		Battling goblins in a wooded area. (12k)
		
		Wandering about a maze. (12k)
		
		A new look for the dungeons! (36K)
		
		
		Contact - dana@pixelenvy.ca
		
		
		
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