Probably the most major design decision I've made is the choice to go real-time instead of turn-based. It is the most unroguelike decision I can make, if I'm aiming to be a classic roguelike game. It introduces additional complexity, but it will add to the feeling of a real, living, breathing world. I've always thought that the random created worlds are what really give roguelike games their charm.
I don't want to make the game twitch based because of this design decision. I don't want to make it into a hack-n-slash game like Diablo. I'll have to thoroughly test the gameplay to ensure that I am getting the benefits of real-time play, while retaining the naturally strategic play of a classic roguelike game.
This design decision also introduces a few other wrinkles that will make the game differ from a normal roguelike. The main difference will be that maps will have to be completely visible by default. If you couldn't see what is coming and/or how fast it is coming then you won't be able to react appropriately. This could lead to a very frustrating, and very difficult game. I'll still retain some dungeons that are unlit on entry, but I will ensure that the dungeon is populated in such a way that the real-time nature of the game doesn't effect the lack of visible area.
So far my prototype that is showcasing my real-time effects is going pretty well. I'm curious as to what peoples thoughts are on this matter. I know it's pretty established within the community that classic roguelikes are not real-time, but I figure I would give it a shot. I never claimed to be a classic roguelike after all.
What are peoples thoughts on a real-time roguelike? What do you think the advantages or disadvantages of such a system are? Most importantly, if you were making a real-time roguelike, what kinds of features would you add to take advantage of it?