For those who don’t know about it, GRA was my previous project, a GTA themed rogue-like taking place in a fully simulated (and procedurally generated) city. It featured several thousands of persistent NPC, destructible terrain, several starting scenarios (including zombie invasion), a localized damage system and a powerful game editor. On the other hand it was rather aimless, very buggy and didn’t have a proper save-game support.
I am often asked about Grand Rogue Auto, and I recently reviewed the code to see what’s salvageable and what’s not, so I guess that I might as well explain here what are my future plans regarding this game and while at it do a small post-mortem analysis. This is a long post, and some parts have been written quite a while ago.