A turn-based exploration game with high degrees of random generation. Can be categorized as a subset of RPGs.

learn more… | top users | synonyms

8
votes
4answers
298 views

Connecting Circular Rooms

My roguelike generates a number of circular rooms. I quite like the current results, which look something like this: It's generated by carving out random circles in a filled space. I have one main ...
2
votes
0answers
64 views

Why do unidentified items seem to solely exist in roguelikes? [closed]

Playing a variety of games I noticed that some concepts are "trapped" in the realm of roguelikes. One of the most intriguing game-play elements in roguelikes is the unidentified item. The unidentified ...
5
votes
3answers
123 views

Pathfinding Search for Path of Specific Length

I am creating a roguelike. This question applies to random map generation. First, I generate areas using a BSP algorithm, where I randomly divide the map into areas. Then, I generate a graph of the ...
4
votes
1answer
157 views

How can I ensure field of view symmetry in a Roguelike?

I'm working on a Roguelike, and for it I've created a ray-tracing/casting field-of-view (FoV) algorithm that consists of plotting Bresenham lines to every point in a solid circle. It's artifact free ...
1
vote
1answer
121 views

How can I structure my ASCII terrain object?

So I have this object which represents a simple ASCII "overworld". Note the code is broken, but it's for demonstration purposes... var TerrainObj = { w: { name: 'water', glyph: 'w' }, g: { ...
5
votes
2answers
373 views

storing procedurally generated roguelike world into zones

I am currently developing a 3D roguelike game which will take place in a very large world. The world is generated by procedural algorithm supplied by external script in run time. To speed up rendering ...
0
votes
2answers
322 views

Roguelike corridor creation; Connecting rooms

I have a simple Tile[,] that I populate with Rooms. Now I need to connect the rooms with a single tile wide corridor. At first I used A* to hook up the rooms but that, of course, get's the best path ...
1
vote
1answer
1k 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
418 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
3answers
379 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
266 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 ...
7
votes
3answers
585 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 ...
24
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 ...
5
votes
4answers
715 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
1k 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: ...
7
votes
2answers
589 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
1k 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 ...
4
votes
3answers
595 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
826 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
290 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
530 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
884 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 ...
19
votes
9answers
3k 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
588 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 ...
10
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 # # # ...
56
votes
5answers
11k 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
928 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 ...