So I recently took a break from graphical games, and became hooked on games modeled in the style of early rogue likes. Some things I like about the experience: I really enjoy randomly generated dungeons, permanent death (adds to the sense of realism), although as a coder semi-permanent is more what I'd go for. I also like how in some you can use both the mouse and the cardinal numbers.
One aspect that is kind of a plus, but kind of a negative in other circumstances, is sometimes people seem to dislike a rogue like if it's done in anything else besides ASCII graphics (which I love for a different set of reasons.)
Is it possible to have something like FF6 or Grandia styled RPG Maker game, and still be true to some of the other things I like about Rogue like games? I've kind of become addicted to randomly generated dungeons and permanent death. I'm kind of craving a Grandia/Star Ocean like experience in an RPG Maker game that has semi-permanent death and randomly generated dungeon formations.
I think one contention I have is the rogue like rules seem to exclude having battles in a separate plane. So I suppose then a game with permanent death doesn't count if battles are turn based in an active-time Grandia like battle system. Or more recently Eternal Sonata.
By semi-permanent, I mean the user name of the MC has to change even if that means adding another digit after the name, but the MC can always log back into their virtual world that they had created. Although at times even permanent death can slide. There have been a lot of alternatives proposed like permanently dropping items.
Strongly considering seeing about finding a Rogue Like script, and see if it works with: FLPE, Grandia over world (if it exists), tactical battle system (but modify it to work with FLPE and ring battle menu). But then keep certain things traditional from rogue likes: randomly generated dungeons, and (in my case) semi-permanent death.
I'm thinking of dispensing with leveling up, weapons, and items at least in the prototype stage. (I don't know how to program them.) Going for a virtual world game, and its not Neuromancer. So death outside of the virtual world doesn't make much sense technically.
To clarify, I mean would a game like Grandia or Star ocean in an RPG Maker engine work if it borrowed some elements from rogue likes.