Non-roguelike modules

I'm interested whether T-Engine4 can handle modules with non-roguelike gameplay well. For instance, I wonder whether you can create more RPG-like modules, where you control a party of adventurers and walk around predefined maps, battling monsters and gathering treasures - and you control all of them directly. Here are some of my thoughts on this:

1. Making a module with more RPG-ish gameplay would probably be simple enough. The main change from standard gameplay would be that you now control several characters instead of one, and the battle system would probably need to be altered as well.

I did experiment with making a JRPG-like module, where you walk around a dungeon with random encounters. When an encounter started, the battle between the party and monsters proceeded in a separate dialog. Your characters could level up, you could use spells in combat to damage enemies, heal yourself or to temporarily power your characters up. It was back in beta4, and now I'm considering porting it to the current version.

2. A turn-based tactical RPG - think Fire Emblem, where your characters and enemies take turns moving around the battlefield and attacking, would be harder to implement. I've seen this idea proposed on this site before. In such a module, the combat situations - the area where the fight is happening and the enemy combatants - would probably have to be stored in a separate file, and loaded when required.

3. Speaking more generally, in such non-standard modules death and saving would probably have to be handled differently. Death no longer should be permanent, and saving probably can be made possible only at certain spots - in a town or at special locations in the dungeons.

As I can see, a module with RPG-like gameplay would be easiest to create. I've managed to get the basic elements working, so it looks possible.

My understanding of

My understanding of programming is fairly limited, and I haven't ever worked with lua, so I don't know how much my input is worth, but here it is anyways ;)

The T-engine is pretty damn flexible. Point number 1 and 2 in your post should most definitely be do-able, but it would take some work. Obviously one would have to approach that project differently from making a roguelike in the T-engine. There wouldn't be as many shortcuts (at least I don't think so) as if you'd make a roguelike -- generating levels, handling combat, movement, turn order and so on would probably be very different from how it's done in ToME4.

Point number 3 sort of goes without saying if you want a non-roguelike RPG.

Unfortunately I can't really help you with the programming, I would if I could though. But if you've actually managed the basic components maybe you wouldn't need too much help in any case :)
Good luck to you anyway! If you do make some progress I hope you'll write another blog entry.

--TehRei

All of that is possible

All of what you mentioned is possible. As a general rule any thing that is grid based can be done with the t-engine. The question is whether its more work than starting from scratch. The t-engine can already do control of multiple characters (just see summon control). Random encounters are easy to add to the game though they do get annoying. And you get to choose what happens when the "player" dies. for example in cheat mode you can keep resurrecting. I can make minor changes and have that work in non debug mode. If you want help try hanging out on the tome channel at irc.rizon.net #tome. generally someone will be able to help you