14
votes
How to add skill expression to a text based turn based game?
Classic text based games - roguelikes, JRPGs, even some board games - usually have resource management as the skill they use. Each character can have HP, MP, status effects, cooldowns, items, and so ...
6
votes
How to add skill expression to a text based turn based game?
The most common and I would argue most important forms of skill expression in roguelikes are 'push your luck' mechanics. These balance long-term benefit against short-term power.
For example, in a ...
5
votes
Accepted
How to prevent players from using save/load tactics in Roguelike games?
Traditional roguelikes solve the save-scumming problem by making the saving system completely automatic. The game auto-saves the player's progress whenever feasible. Especially after something went ...
4
votes
Accepted
How are Roguelike/Bullet Hell mechanics stored in Unity?
The trick behind these roguelike mechanics is that typically you don't store much at all.
The shape/contents of each room are determined by an algorithm that's generally seeded with the position of ...
3
votes
How to add skill expression to a text based turn based game?
Text-based games can be a great medium to test the emotional intelligence of the player. Emotional intelligence is the ability to infer the personality traits, motives, motivation and current mood of ...
3
votes
Accepted
How to use depth buffer for z-level rendering in roguelikes?
What is the Depth Buffer?
The depth buffer stores how far away from the "camera" is what you have rendered. This allows the graphic system (the GPU does this in modern hardware) to check if ...
3
votes
Accepted
RogueLike - Map and Entities - how to store it?
I don't see a problem with the representation of your tilemap in memory. I think I can simplify it by make a tilemap a simple vector<uint8_t> but as we don't ...
3
votes
Accepted
How can I place prefabs into a world in Unity?
Thanks to @DMGregory for helping :)
My code for doing this is:
...
3
votes
Generating 'Specially' shaped rooms for a Dungeon
If anyone is coming across this and wants to make non-regular, square dungeon rooms, you can still use Quintin's answer just adapted a bit.
You will move along the circumference of a circle until you ...
2
votes
Inconsistent movement / line-of-sight around obstacles on a hexagonal grid
The mistake in this post was treating any red line that crosses a hex as being equal. Those red lines are not all the same length in the Euclidean space of the player's screen (ignoring the grid).
If ...
2
votes
How to prevent players from using save/load tactics in Roguelike games?
To prevent players abusing saveing/loading before progressing, there are a few things you can do on your end. Which one you pick, depends on the game.
Make saving expensive. Allow the players to save,...
2
votes
Accepted
How should I manage Roguelike levels/maps in JavaScript?
I see nothing fundamentally wrong with your approach. Just a few thoughts:
Map is a pre-existing javascript data type. So unless the code in your answer actually ...
2
votes
How to add skill expression to a text based turn based game?
In Sanctuary RPG skills have to be used in combos. There is Starter, followed by various Continuations and in the end there is Finisher. It is simple system that does not require much skill (you can ...
1
vote
How to add skill expression to a text based turn based game?
Going by the classic rock paper scissors or a bit more elaborated Pokemon, you can have attacks that are efficient against certain types of enemies (1.5x or 2x damage) and less effective against ...
1
vote
How do I make roguelike class combat options unique and interesting?
We can't really answer this question for your specific game without knowing your game mechanics in detail.
In broad terms, what makes a character/class interesting is uniqueness. Ignoring story/...
1
vote
Accepted
How to perform right-angle pathfinding?
The key idea is that A* is a cost minimization algorithm. The standard use in path finding, seeks to minimize the total distance travelled.
In your case, you don't want to just get the shortest path, ...
1
vote
Accepted
Code is skipped after await call and returns to the calling method
Because UpdateGame(), is not an asynchronous function, it will not wait for the ActivateMonsters(); call to complete before ...
1
vote
How to avoid units with different destinations blocking each other in corridors?
Just have the units consider each other an obstacle with regards to whatever pathfinding algorithm you use. As it is a roguelike and not a real-time game, the performance hit is barely noticeable. As ...
1
vote
Accepted
Roguelike game: detect intent of other actors by observing their moves
I'd recommend thinking of this as hypothesis testing. Form a hypothesis about the agent's goal, then check whether observations are consistent with that hypothesis.
For example, if we hypothesize ...
1
vote
Accepted
storing map data as file in 3d roguelike games
Think of it this way. If you are reading the file that has the map, what data would you need to accurately re-create a map?
Is your map tile based? Then for each tile you have to define things like:
...
1
vote
libgdx - how to make enemies not overlap
Two fairly straightforward approaches come to mind:
A simple anti-overlap mechanic.
A separation force which grows stronger the closer your enemies are. (This is in the "swarming behavior" or "...
1
vote
How can I place prefabs into a world and what's the best way to get them?
Having four lists of rooms and searching in the right list will be slightly faster than having one list and determining which rooms are eligible again and again.
But the four lists will have ...
1
vote
Why is permadeath essential to a roguelike design?
There are solid design reasons why this is a winning combination of factors, but I think they're missing the point for your question.
These three factors are combined in a rogue-like because that's ...
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