Rampant Coyote: Youíve incorporated a lot of roguelike elements into Dinís Curse. Can you tell me more about them?
Steven Peeler: Actually the funny thing is I really havenít purposely pulled many ideas from roguelikes. Diablo took the idea of rogue, added nice graphics, and simplified it a lot. Din starts with a Diablo action RPG concept and adds a lot more depth. So itís not too surprising that we overlap roguelikes quite a bit.
Some of the things we have in common are a hardcore mode, lots of environmental interaction, and special rooms. Hardcore (also know as permadeath) is only an option, but itís there for those that like that tense, danger feeling. There are tons of objects to interact with in the environment like traps, dangerous liquids like magma and oil, support beams that are holding up the ceiling, obelisks that can give you cool temporary boosts, and many more cool things. Beware many monsters can also use the environment to their advantage! As for special rooms, we have things like vaults, lairs, and treasure rooms which are very similar to some roguelikes.
The loot system is extensive, with item rarity, dual weapon wielding, sets of legendary equipment, cursed and egotistical articles. There is also a system of pouches for storing items, and chests for storing personal items, as well as items for other characters you have on the go. So if your Priest finds a wizbang double handed sword that he canít use, store it in the town chest for next time you play with the Warrior you are developing.