A turn-based exploration game with high degrees of random generation. Can be categorized as a subset of RPGs.
1
vote
1answer
105 views
Best way to go with 3D dungeon crawler generation [closed]
I'm trying to prototype a little 3D dungeon crawler. That is, the same system as any rogue-like : A map with little rooms, linked by hallways.
But in 3D. The world is still in blocks, but I can go ...
2
votes
1answer
227 views
Improving my Roguelike Dungeon generator? [closed]
I am looking to find improvements upon my Roguelike Dungeon generator. I find it is not 'roguelike' enough, with dungeons just looking like a mess more than anything. What would improve my ...
2
votes
1answer
145 views
Creating and connecting rooms for a roguelike
I'm creating a Roguelike and I'm having constant troubles with map generation, it's just something I have a lot of difficulty wrapping my head around.
I currently have my map as a 50x50 square of ...
1
vote
2answers
152 views
How to do FoV similiar to Nethack? [duplicate]
I am currently writing a little roguelike and wondered how Nethack/other games do the FoV of the player. I had a look at Nethacks source code, but since it's C it's pretty hard to read.
For people ...
6
votes
3answers
314 views
Saving roguelike game state?
I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.
The way the game currently stands, the system only saves the game state every time the user moves between ...
21
votes
8answers
2k views
Why is permadeath essential to a roguelike design?
Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements:
Procedurally generated worlds
Character growth by way of new abilities and powers
...
4
votes
4answers
452 views
How to manage different speed of actions in RogueLike games?
How to manage different speed of actions in RogueLike games?
What I mean is that turn based games may have actors acting at different "speed", depending on the action and some other characteristics. ...
1
vote
1answer
653 views
Displaying a grid based map using C++ and sdl
I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class.
Currently, my code is this:
...
0
votes
0answers
361 views
Drop-in dungeon generation for rogue like on good C
I'm developing rogue like and need a drop-in simple dungeon generator for immediately testing of graphical functionality. Found bunch of code, but all of this code (Nethack, Angband) pretty tight ...
6
votes
2answers
458 views
What is a convincing Berserker enemy AI finite state machine for a Roguelike
I'm looking for a way to create a convincing Berserker enemy in a Roguelike I've been creating for some time. You may assume a game like NetHack for this when considering what kinds of actions can be ...
2
votes
2answers
706 views
Roguelike Class Structure Makes Everything Effectively Global
A brief rundown of the hierarchy of the game data objects:
Configuration - loaded from XML files, has Descriptors, among other things
Atlas - has a Configuration, has a CreatureInstance(represents ...
3
votes
3answers
466 views
Heightfield terrain in ASCII games?
Is there a good way to represent variable terrain using heightfields (or heightmaps) in an ASCII game such as a Roguelike?
Thanks!
4
votes
3answers
708 views
How to implement a symmetric 3d field of view algorithm for a roguelike
I've been thinking about adding 3d support in my roguelike. It would still be top-down like other roguelikes, yet it would have layers, such that things like platforms, tunnels, and bridges, etc, ...
0
votes
1answer
199 views
how can you build with libTcod on OsX?
I've had problems building on libtcod on OsX but i'm not the only one (see http://doryen.eptalys.net/forum/index.php?topic=621.0) but the beautiful RL Brogue uses Tcod and even builds on a Mac ...
-2
votes
1answer
479 views
Dungeon map generator not working in javascript
I am trying to convert this dungeon algorithm from java into javascript, however, my script works 70% of the time. When it works, the rooms are missing a wall on one side, and when it does not work, ...
3
votes
1answer
688 views
create a simple tilemap programatically
i am working on a tile roguelike
i got some of the basics working using this tutorial
http://www.raywenderlich.com/1163/how-to-make-a-tile-based-game-with-cocos2d
but i want to be able to create a ...
15
votes
8answers
2k views
Balancing Player vs. Monsters: Level-Up Curves
I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase.
...
3
votes
5answers
519 views
Porting Ruby/NCruses Rogue-Like to .NET and FlatRedBall
I created an awesome rogue-like game in Ruby. For the GUI, I used NCurses. Since I'm using FlatRedBall as my engine of choice for Silverlight game development, I want to port this game over.
What is ...
9
votes
5answers
1k views
Longest path algorithm for roguelike maze generation
I have a simple grid-based map composed of rooms, like this (A=entrance, B=exit):
0 1 2 3
#########
0 #B# #####
#########
1 # ### #
#########
2 # # #
# # #
3 # # #
...
49
votes
5answers
8k views
Huge procedurally generated 'wilderness' worlds
I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article.
However, I was wondering how I could ...
20
votes
4answers
729 views
Attributes for calculating a hit in a turn based game or Roguelikes
I'm trying to figure out a good formula for determining a hit when the player attacks an enemy in a Roguelike. I'd like to come up with something simplistic but, still true to the way it's done in ...