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Questions tagged [roguelikes]

A turn-based exploration game with high degrees of random generation along with permanent death which can be categorized as a subset of RPGs.

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9 votes
8 answers
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How to add skill expression to a text based turn based game?

I’m working on a text based and turn based roguelite. I want to have some way of requiring more skill than just mastery of the characters abilities. The dilemma I’m facing is that I’m not sure how to ...
AAustralis's user avatar
1 vote
1 answer
129 views

How do I make roguelike class combat options unique and interesting?

My fighter character in a text based roguelike I’m working on is going to be kind of like a sleeper mage due to their spell list and now I’m wondering how to make my mage unique If I give the mage ...
AAustralis's user avatar
1 vote
0 answers
148 views

What's the best way to store irregular areas of my map? (hierarchical pathfinding and grid segmentation)

This is for the development of a roguelike/management game. I'm trying to implement HPA (hierarchical pathfinding with A*), and I've found a few good resources (suggestions appreciated) in the forms ...
genfy's user avatar
  • 43
0 votes
0 answers
91 views

Creative difficulty "ascension level" options

I'm making a roguelike (not a deck builder though) heavily inspired by slay the spire. I'm looking to flesh out my ascension style difficulty levels with creative and interesting penalties for the ...
Harry's user avatar
  • 167
0 votes
1 answer
474 views

How to perform right-angle pathfinding?

I'm developing a procedural dungeon generator using pre-built rooms and currently I'm using A* pathing to create corridors to connect one room's door to another room's door. The problem with this is ...
Ryan Peschel's user avatar
1 vote
0 answers
79 views

Tagging "regions" in rot.js map generator

I'm working on a small roguelike and I'd like to be able to tag the various "regions" generated via the Map generators so that I can use it as a lookup to environment descriptions. I see ...
erik's user avatar
  • 1,378
1 vote
1 answer
1k views

Code is skipped after await call and returns to the calling method

I'm developing a roguelike game in Unity using the RogueSharp library. Currently I'm stuck on realizing the turn-based combat aspect of the game (inspired by this tutorial), which is made up of a ...
strong_kobayashi's user avatar
1 vote
0 answers
228 views

Roguelike movement system

I'm trying to implement a roguelike movement system for my game. I'm using the ECS architecture. The requirements are: entities will have a mass, on which should slow down the entity movement ...
Yves Calaci's user avatar
0 votes
0 answers
67 views

Unity2D: Floor tiles moved or missing

I'm following the 2D Roguelike tutorial, which can be seen here. I don't want to get fancy, just follow the existing steps. I've reached the part where all it's supposed to do is draw the playfield. ...
Shawn V. Wilson's user avatar
5 votes
2 answers
142 views

How to avoid units with different destinations blocking each other in corridors?

I'm making a roguelike in which enemies wander around the map until they're detected by the player. They each have random destinations, so sometimes their destinations conflict and they block each ...
nialna2's user avatar
  • 930
4 votes
2 answers
1k views

How to prevent players from using save/load tactics in Roguelike games?

Players can achieve the expected results through continuous saving and loading in rogue-like games. I am try to reduce this method as much as possible, but don't want to keep players from trial and ...
ToT's user avatar
  • 43
2 votes
1 answer
1k views

RogueLike - Map and Entities - how to store it?

Started to write my own RL, and already fell into analysis (paralysis?) when implementing map class. My TILE class looks like: ...
PeeS's user avatar
  • 485
0 votes
0 answers
36 views

Implement an "xprevious" in LibGDX

I have used Gamemaker Studio 2 before, briefly, and found that the xprevious and yprevious variables are extremely useful. ...
Rohan's user avatar
  • 135
1 vote
1 answer
168 views

Roguelike game: detect intent of other actors by observing their moves

In grid turn-based roguelike game, how can I detect the following scenarios: other actor is following observing actor other actor is intentionally moving to block its path Path blocking can happen ...
Supreme Shrimp's user avatar
0 votes
1 answer
221 views

storing map data as file in 3d roguelike games

I'm currently designing 3d roguelike game. I need to come up with a map storing system but I'm quite new to game programming so I don't really know how to design. The map will be relatively small, it'...
Jeongmin Heo's user avatar
1 vote
1 answer
483 views

libgdx - how to make enemies not overlap

I'm currently making a roguelike shooter in libgdx to get a better understanding of the library but I recently just stumped onto a problem where enemies would overlap each other while tracking the ...
Daniel Yoon's user avatar
0 votes
0 answers
104 views

How to Handle Lighting from a 3D Game Engine with a Roguelike Game using Shadowcasting

Normally the shadowcasting will, from the player position, set a brightness amount to each relevant tile. Yet I'm making a roguelike with a 3D map, and Unity has lighting. Currently I have the player ...
Chris's user avatar
  • 41
0 votes
1 answer
371 views

How to use depth buffer for z-level rendering in roguelikes?

Developer of the game explains how z-buffer works in Dwarf Fortress (loosely quoted): "If you clear the buffer every single frame, it kills the game. You have sort of a depth of field. You say I need ...
user68854's user avatar
  • 197
0 votes
2 answers
975 views

How are Roguelike/Bullet Hell mechanics stored in Unity?

I'm going to be creating a roguelike bullet hell game wherein the play will be a bullet hell game, but you will be traveling between "rooms" wherein the action takes place. The "rooms" will be ...
user avatar
1 vote
0 answers
145 views

Default movement keybindings for roguelike?

I'm developing a text based MUD, but unlike MUDs I'm developing without telnet and making a custom interface. Think Caves of Qud or Dwarf Fortress. The game only has 6 directions you can walk. ...
Caimen's user avatar
  • 121
4 votes
0 answers
288 views

Magnitude of a vector in Generalized Balanced Ternary?

Generalized Balanced Ternary is a fairly obscure but very elegant method of indexing a hex grid, using only a single integer coordinate. Operations like addition and multiplication on these ...
Draconis's user avatar
  • 161
4 votes
1 answer
654 views

How should I manage Roguelike levels/maps in JavaScript?

I am developing a Roguelike in JavaScript using ROT.js. I'd like to keep with traditional gameplay (permadeath, randomly generated dungeons/mobs/items), but I want to have a statically defined ...
Steven Myers's user avatar
2 votes
1 answer
149 views

How can I place prefabs into a world in Unity?

I've looked around for a bit and can't seem to find any way to get a prefab with "Resource.Load" and then to place that object into the world. I'm making a roguelike so when the player enters a room, ...
crabcrabcam's user avatar
0 votes
1 answer
63 views

How can I place prefabs into a world and what's the best way to get them?

Hi all :) I'm making a 2D roguelike platformer and I want to make a load of hand crafted rooms and like spelunky place them around. When the player enters a room a script will go off. The script will ...
crabcrabcam's user avatar
0 votes
1 answer
79 views

Quantity of dropped/spawned items in container

I'm having trouble figuring out how to spawn more than one item in to a container with a weight limit. What I'm having trouble with is the understanding, rather than what statements to write; My ...
MoshMage's user avatar
  • 101
2 votes
2 answers
746 views

Using my pathfinding more efficiently

I'm making a roguelike in C# with the Roguesharp libraries, in which the map can be as large as 200x200 cells. When I have an entity requiring pathfinding, I am using Roguesharp's built in pathfinding ...
Omegastick's user avatar
5 votes
1 answer
1k views

Creating a Roguelike game in C

I'm trying to create a simple rogue-like game in ncurses in a C program. The idea here is that, I'd parse a file like this: ...
TTEd's user avatar
  • 159
6 votes
4 answers
8k views

Procedural Dungeon Generation Connect Rooms With Passageways

I've been working on a simple procedural generation class which currently places rooms on a x, y grid and selects a starting room. Each room needs to be connected with passageways so the player will ...
mattrick's user avatar
  • 161
6 votes
4 answers
2k views

Efficiently Handling Entity-Interactions in a Tile-Based World

I've been programming Roguelike games lately and there's a common problem I always run into. I can't seem to find a satisfactory solution for handling Monster-Monster interactions. For the intents ...
Willy Goat's user avatar
  • 1,038
5 votes
2 answers
1k views

How irregularly shaped rooms should be placed in a dungeon

I have made a procedurally generated dungeon that places every room successfully so it is accessible via at least one other room. A 'successfully' placed room is a room who's wall cells are right net ...
georgeous's user avatar
  • 186
6 votes
2 answers
5k views

Procedurally generate rivers for 2-d heightmap terrain

I created an algorithm to procedurally generate 2d worlds based on a heightmap grid. (I used a 2d simplex noise algorithm mapped on the inverse of the distance of each pixel from the center, to "...
QuinnF's user avatar
  • 213
5 votes
2 answers
1k views

Generating 'Specially' shaped rooms for a Dungeon

I've made a fairly simple dungeon generator but now I want to expand on it so that I can procedurally generate a dungeon with irregular shaped rooms. I don't just want any old crazy shapes popping up ...
georgeous's user avatar
  • 186
3 votes
1 answer
540 views

Why are dungeons so often created subtractively rather than additively?

I'm having difficult deciding on how to procedurally generate a dungeon floor. The way I've been doing it so far is like so: Populate list of Rooms with random height and width. Place first room in ...
georgeous's user avatar
  • 186
2 votes
1 answer
845 views

Pixel thin lines appearing between sprites on camera move

I'm going to apologize in advance for the lack of screenshots, but this was a very hard thing to capture, but very obvious to see. I'm using LibGDX to create a tile base rogue-like. Everything is ...
tVoss42's user avatar
  • 141
1 vote
1 answer
3k views

Handling AI with ECS in a turn based roguelike

I am trying to implement the Entity Component System pattern to use in a roguelike game. Right now, I have 3 systems. Input, AI, and Action. The input system basically is just a system used by the ...
user975989's user avatar
3 votes
2 answers
1k views

Efficient parsing of text file to map

I am creating a roguelike which will use an ASCII based tile set. There is a text file that represents the map (ie. walls, floor, items). I believe the next steps are to read this file in and use a 2D ...
The Sheek Geek's user avatar
-1 votes
1 answer
295 views

Getting stuck going left with tile based collision detection [closed]

Thanks to Alexandre Desbiens I have awesome collision detection. I can just slide right along walls. However if I try to go left into a wall I get stuck. But the good news is I can just back out and ...
zachdyer's user avatar
  • 249
3 votes
2 answers
224 views

Rogue Door Connection logic

I'm having a bit of trouble developing code to figure out which doors connect in Rogue which is written in c. Not the actual path making. I just dont understand how they link to each other. If rooms ...
Exikle's user avatar
  • 236
4 votes
1 answer
723 views

Centering camera on player div

I've been making a roguelike-style game in HTML5 without using canvas (only divs) with pure JS (fiddle!). I've been trying to enlarge the tile size (font size) while keeping the player centered within ...
GrandonBroseph's user avatar
1 vote
1 answer
338 views

How to Incorporate two loops: One for Turn Based Gameplay, and another for ongoing actions

I'm working on a roguelike using libtcod. So far everything works well with the turn-based functions. Essentially, when a player takes a turn, it triggers everything to advance. What if I have an ...
Vecta's user avatar
  • 147
3 votes
1 answer
1k views

How should my game characters store their abilities/spells?

I'm new to game development and a bit confused about how to effectively store an object's access to certain spells/abilities. The player and mob objects are all generated from the same class. However,...
Vecta's user avatar
  • 147
3 votes
3 answers
950 views

Designing a weather system for biomes in a roguelike

I'm making a roguelike game similar to dwarf fortress. So far, I have an average temperature map and average yearly precipitation map generated with simplex noise. Now, I'm trying to implement a ...
Kyranstar's user avatar
  • 324
2 votes
1 answer
1k views

Should Animations in Turn-Based Games Happen Before or After State Transitions?

I'm planning a roguelike game and I'm unsure how to design for animations. Since a roguelike is turn-based, the game model is discrete and would have no intermediate states during an animation(?). I'...
aebabis's user avatar
  • 773
7 votes
3 answers
1k views

Inconsistent movement / line-of-sight around obstacles on a hexagonal grid

In a roguelike game I've been working on, one of my core design goals has been to allow the player to "Play the game, not the grid." In essence, I want the player's positioning to be tactical because ...
Darq's user avatar
  • 173
7 votes
4 answers
654 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 ...
ashes999's user avatar
  • 11.3k
3 votes
0 answers
238 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 ...
AturSams's user avatar
  • 10.5k
5 votes
3 answers
2k 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 ...
Spinnernicholas's user avatar
10 votes
1 answer
1k 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 (...
Mr. Smith's user avatar
  • 813
1 vote
1 answer
227 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... ...
njp's user avatar
  • 113
7 votes
2 answers
2k 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 ...
PiotrK's user avatar
  • 377