# QuestMaker
API for basic roguelike game mechanics

# QuestMaker
API for basic roguelike game mechanics

## Concept
- API only deals with the ruleset, it is graphic, sound and interface agnostic
- There is no reason however why a ‘fan made’ HeroQuest campaign could not be made. 
- No concept of rooms
- Can only search for treasure on a furniture item (eg. chest, bookcase) not rooms
- Search traps in visible area, limit of squares?
- Item (stack) limit per creature (Say 9 for heros, 0 for most monsters), some - items can be stacked though, eg. coins up to 100 or potions
- All items owned are equipped. (Cannot hold two items of same type, eg. Left hand)
- Maps can be any shape or size (2d grid)
- Each Tile can have one creature, one trigger, one item of furniture and a right and bottom wall.
- Line of sight based on squares not rooms (this has implications for multi square objects like furniture)
- There is no difference between a hero and monster other than attribute values (eg. can this creature leave the map, does it start under fog of war, can it carry equipment, etc..)
- Named special monsters are just different monster types that you only see once in a campaign
- Campaign defines max players, number of teams and level sequence
- Triggers belong to a specific team(s) and can only be activated by that team
- Each level (map) defines entry and exit points
- Each level defines its own victory conditions


Update readme with concept ideas
Update readme with concept ideas
