- from procedural programming to object oriented (OO is much more suitable for a large project, I now realise this)
- from a Windows-specific development library (DirectX) to a cross-platform library (probably SFML) that works on Linux, Mac and Windows. It has been said that 50% of indie RPG sales are Mac versions.
- from a low resolution window to high resolution (preferably a 1024x768 window) - this means starting from scratch on graphic assets. Something approaching the graphic quality of Temple of Elemental Evil for dungeon tiles would be ideal. The game would still use 2D tiles and sprites and the same kind of Ultima-VII perspective. Initially I was more in favour of keeping the low resolution. But it's probably worth trying to get graphics closer to TOEE or Eschalon in order to widen the audience.
- together with the graphic change, it will be good to change from MIDI music to CD-quality music in ogg format.
- from a focus on a single large adventure to a module editor that could be used to create small modules intended for player characters of a certain level. After finishing a module, the same player characters could be transferred into another module where they can continue adventuring and levelling up. Just like the classic D&D modules. Some features will go away, like listening at the door, as it makes level design slower without bringing much benefit.
Knights of the Chalice is a PC computer role-playing game (CRPG) for Windows loosely based upon the Open Game Licence 3.5 (OGL), the set of rules at the root of the popular pen-and-paper role-playing game Dungeons & Dragons Edition 3.5, made by Wizards of the Coast. However, many changes had to be made to apply a set of rules designed for a pen-and-paper game to a computer game. As per the terms of the Open Game Licence, it is clearly indicated within the game which parts follow the OGL exactly and which do not.
At the beginning of the game, you create a party of four adventurers - the player characters. Unlike some other games, you do not get to recruit companions later in the game. For each player character you choose a class - Fighter, Wizard or Cleric - and a race - Human, Half-Elf or Half-Dwarf (Mul). The characters immediately start in the tower of the Knights of the Chalice, where they receive a mission - to look for a knight who has gone missing. After this briefing, the players can explore the tower then leave the place and try to complete their mission.
- Turn-based, party-based tactical combat similar to that found in the old Dark Sun Shattered Lands game made by SSI and in Troika's Temple of Elemental Evil.
- User-friendly interface. Launch a charge, full-attack or coup-de-grace with a single click - the computer will automatically look for the best option available. Outside combat, single click to move the party. See How to Play for more information.
- A well-developed artificial intelligence. Enemies act as a group and can use special actions like Grapple or Charge and tactics like taking a five-foot step before casting a Maximised Fireball.
- Omnipresent help files and clear in-game feedback (a feature also found in Temple of Elemental Evil) on the results of each dice roll, saving throw, attack roll, modifiers and so on.
- 175 magic spells, most of which were taken from, or inspired by, Wizard of the Coast's open game content.
- With the right feats and sufficient gold and experience points, craft your own weapons and apply enchantments like Wounding, Speed, Flaming Burst and Keen.
- Multiple-choice dialogue that sometimes allows the player to resolve situations in unexpected ways.
- A large campaign largely inspired by the classic Dungeons & Dragons modules Scourge of the Slave Lords and Against the Giants.
- Create your level-1 characters and take them all the way to level 20 (maximum).