I am going to start a new thread, but wanted to start here...
A few years ago I took a shot at making a Windows Forms GDI+ version of the COTW game. My project didn't make it too far along, I got a single level loading and the ability for you to pickup items... My work progress is contained here in this thread. At the time, I was trying to make a true remake.
One of the last posts I made on this thread was that I was going to look at the XNA framework for game making. Over the next couple years (yes its been 2 years since my last post!!!) I developed an XNA Framework game engine that was primarily built for platform games.
Last week I started tearing that engine apart to make into an RPG engine, which is actually coming along rather quickly. Linked above is a demo of what I am doing right now. The level you see was designed with a rudimentary level designer I created, resurrected from the ashes of my Windows Forms COTW project. My level designer only places floor tiles right now. Structures will have an entrance point that will send you to a level or interact with an NPC. The level designer will grow into a full fledged level making tool complete with NPC placing. I have some ideas on how it should be, but nothing documented.
The current goals of my project are strictly technology based. I am only using COTW graphics for the sake of saving time as I already have all COTW assets categorized on my computer from previous work.
The current technology goals are:
--The game will be rouge style, like Diablo 1 and COTW, you are given one or two main dungeons with randomly generated floors.
--NPC interaction, dialog trees (preparing for the next version which will be more complex)
--D20 based Ability Scores, Skills, Perks(Feats)
--D20 turn based combat (Standard Action, Move Action, Minor Action, Free Action) - Combat turns will be "planned" then the character will click Execute, this will allow me to create a sequence of events that can be taken back or strategically planned out.
--A wide variety of weapons, armors, jewlery, magic spells, potions, scrolls with varying levels of magic. Cursed items will exist, weapon damage variety will exist within the weapon tiers (For instance, one dagger might do a bit more damage than another dagger).
--Inventory will be based on Weights rather than by arbitrary spaces (Like COTW, not like Diablo)
--Movement Speed can be increased, which will increase the amount of time that it takes to slide from one tile to another. During combat this speed will be represented as how many tiles you can move in an action.
--Unrevealed tiles and Fog Of War are already implemented. The character's visibility range will vary if he is carrying a lighted item, such as a torch or certain magical items. The sight won't go through walls (that is not programmed yet). Outdoors areas and towns will most likely be completely revealed in the beginning (unlike Baulders Gate, my towns won't be that big)
There is a lot of work left to be done, I only just started converting this engine. I have many goals, but most of all I intend to have fun building this project at a leisurely pace and in a manner that I see fit. Since it is a rouge-like game system, it won't be hard to emulate a COTW style gameplay (hence why I posted here).
I have no plans for story or actual game content, and perhaps a persuasive forum member could talk me into working towards a "Return to the Castle of the Winds" game.