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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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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. ...
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5 votes
2 answers
124 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 ...
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2 answers
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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 ...
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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: ...
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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. ...
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1 answer
150 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 ...
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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'...
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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 ...
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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 ...
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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 ...
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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 ...
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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. ...
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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 ...
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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 ...
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2 votes
1 answer
126 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, ...
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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 ...
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1 answer
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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 ...
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2 answers
590 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 ...
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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: ...
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6 votes
4 answers
6k 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 ...
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6 votes
4 answers
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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 ...
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2 answers
786 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 ...
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  • 186
4 votes
2 answers
3k 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 "...
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1 answer
654 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 ...
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3 votes
1 answer
455 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 ...
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  • 186
2 votes
1 answer
741 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 ...
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1 vote
1 answer
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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 ...
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3 votes
2 answers
963 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 ...
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-1 votes
1 answer
273 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 ...
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3 votes
2 answers
204 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 ...
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4 votes
1 answer
495 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 ...
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1 vote
1 answer
314 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 ...
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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,...
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3 votes
3 answers
858 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 ...
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2 votes
1 answer
876 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'...
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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 ...
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7 votes
4 answers
610 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 ...
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3 votes
0 answers
226 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 ...
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5 votes
3 answers
1k 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 ...
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10 votes
1 answer
974 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 (...
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1 vote
1 answer
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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... ...
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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 ...
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  • 347
1 vote
2 answers
2k 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 ...
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  • 105
1 vote
1 answer
4k 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 ...
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2 votes
1 answer
2k 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 generator(...
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