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: 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)


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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.


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.


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.


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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