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
answer
129
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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 ...
5
votes
2
answers
1k
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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 ...
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0
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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 ...
7
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3
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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 ...
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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1
answer
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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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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
vote
0
answers
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 ...
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 ...
4
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2
answers
1k
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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 ...
79
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5
answers
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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 ...
2
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1
answer
1k
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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
36
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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
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 ...
32
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10
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7k
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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
...
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'...
4
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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 ...
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
votes
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 ...
6
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4
answers
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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 ...
1
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0
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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. ...
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 ...
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 ...
33
votes
9
answers
16k
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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.
...
4
votes
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 ...
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 ...
7
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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 ...
2
votes
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
63
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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 ...
2
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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 ...
14
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5
answers
3k
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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. ...
11
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3
answers
2k
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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 ...
4
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3
answers
1k
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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?
5
votes
1
answer
1k
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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:
...
1
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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 ...
6
votes
2
answers
5k
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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
votes
2
answers
1k
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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 ...
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 ...
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 ...
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 ...
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 ...
-1
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1
answer
295
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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
votes
2
answers
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 ...
3
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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 ...