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.
8 questions
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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 ...
3
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1
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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,...
33
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9
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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.
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32
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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
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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 ...
2
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2
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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 ...
2
votes
1
answer
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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
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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 ...