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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
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
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
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
22 votes
4 answers
2k 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 D&...
dontsellmydata's user avatar