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.
71 questions
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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 ...
1
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1
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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 ...
1
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0
answers
148
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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 ...
0
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0
answers
91
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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 ...
0
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1
answer
474
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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 ...
1
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0
answers
79
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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 ...
1
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1
answer
1k
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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 ...
1
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0
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228
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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 ...
0
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0
answers
67
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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. ...
5
votes
2
answers
142
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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 ...
4
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2
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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 ...
2
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1
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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:
...
0
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0
answers
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Implement an "xprevious" in LibGDX
I have used Gamemaker Studio 2 before, briefly, and found that the xprevious and yprevious variables are extremely useful.
...
1
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1
answer
168
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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 ...
0
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1
answer
221
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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'...
1
vote
1
answer
483
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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 ...
0
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0
answers
104
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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 ...
0
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1
answer
371
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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 ...
0
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2
answers
975
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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 ...
1
vote
0
answers
145
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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. ...
4
votes
0
answers
288
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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 ...
4
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1
answer
654
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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 ...
2
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1
answer
149
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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, ...
0
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1
answer
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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 ...
0
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1
answer
79
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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 ...
2
votes
2
answers
746
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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 ...
5
votes
1
answer
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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:
...
6
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4
answers
8k
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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 ...
6
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4
answers
2k
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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 ...
5
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2
answers
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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 ...
6
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2
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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 "...
5
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2
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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 ...
3
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1
answer
540
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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 ...
2
votes
1
answer
845
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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 ...
1
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1
answer
3k
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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 ...
3
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2
answers
1k
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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 ...
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1
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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 ...
3
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2
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224
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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 ...
4
votes
1
answer
723
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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 ...
1
vote
1
answer
338
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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 ...
3
votes
1
answer
1k
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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,...
3
votes
3
answers
950
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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 ...
2
votes
1
answer
1k
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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'...
7
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3
answers
1k
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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 ...
7
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4
answers
654
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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 ...
3
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0
answers
238
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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
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3
answers
2k
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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 ...
10
votes
1
answer
1k
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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
1
answer
227
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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...
...
7
votes
2
answers
2k
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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 ...