A turn-based exploration game with high degrees of random generation. Can be categorized as a subset of RPGs.
3
votes
2answers
78 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 ...
3
votes
2answers
118 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 ...
4
votes
1answer
105 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 ...
2
votes
1answer
142 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
1answer
57 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 ...
0
votes
1answer
154 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 ...
3
votes
2answers
79 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 ...
-1
votes
1answer
52 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 ...
2
votes
2answers
124 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 ...
0
votes
1answer
96 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 ...
1
vote
1answer
111 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 ...
3
votes
1answer
278 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. ...
1
vote
3answers
249 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 ...
1
vote
1answer
290 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(?). ...
5
votes
2answers
314 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, ...
8
votes
4answers
408 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 ...
3
votes
0answers
136 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 ...
5
votes
3answers
206 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 ...
5
votes
1answer
376 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 ...
1
vote
1answer
166 views
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...
var TerrainObj = {
w: { name: 'water', glyph: 'w' },
g: { ...
5
votes
2answers
843 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 ...
0
votes
2answers
699 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 ...
1
vote
1answer
2k 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 ...
2
votes
1answer
627 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 ...
3
votes
3answers
813 views
Creating and connecting rooms for a roguelike
I'm creating a Roguelike and I'm having constant troubles with map generation, it's just something I have a lot of difficulty wrapping my head around.
I currently have my map as a 50x50 square of ...
1
vote
2answers
408 views
How to do FoV similiar to Nethack? [duplicate]
I am currently writing a little roguelike and wondered how Nethack/other games do the FoV of the player. I had a look at Nethacks source code, but since it's C it's pretty hard to read.
For people ...
9
votes
3answers
927 views
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 ...
25
votes
8answers
3k views
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
...
6
votes
4answers
1k views
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. ...
1
vote
1answer
2k views
Displaying a grid based map using C++ and sdl
I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class.
Currently, my code is this:
...
7
votes
2answers
790 views
What is a convincing Berserker enemy AI finite state machine for a Roguelike
I'm looking for a way to create a convincing Berserker enemy in a Roguelike I've been creating for some time. You may assume a game like NetHack for this when considering what kinds of actions can be ...
2
votes
2answers
2k views
Roguelike Class Structure Makes Everything Effectively Global
A brief rundown of the hierarchy of the game data objects:
Configuration - loaded from XML files, has Descriptors, among other things
Atlas - has a Configuration, has a CreatureInstance(represents ...
4
votes
3answers
755 views
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?
Thanks!
4
votes
3answers
1k views
How to implement a symmetric 3d field of view algorithm for a roguelike
I've been thinking about adding 3d support in my roguelike. It would still be top-down like other roguelikes, yet it would have layers, such that things like platforms, tunnels, and bridges, etc, ...
0
votes
1answer
415 views
how can you build with libTcod on OsX?
I've had problems building on libtcod on OsX but i'm not the only one (see http://doryen.eptalys.net/forum/index.php?topic=621.0) but the beautiful RL Brogue uses Tcod and even builds on a Mac ...
-2
votes
1answer
586 views
Dungeon map generator not working in javascript
I am trying to convert this dungeon algorithm from java into javascript, however, my script works 70% of the time. When it works, the rooms are missing a wall on one side, and when it does not work, ...
3
votes
1answer
1k views
create a simple tilemap programatically
i am working on a tile roguelike
i got some of the basics working using this tutorial
http://www.raywenderlich.com/1163/how-to-make-a-tile-based-game-with-cocos2d
but i want to be able to create a ...
23
votes
10answers
5k views
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.
...
3
votes
5answers
697 views
Porting Ruby/NCruses Rogue-Like to .NET and FlatRedBall
I created an awesome rogue-like game in Ruby. For the GUI, I used NCurses. Since I'm using FlatRedBall as my engine of choice for Silverlight game development, I want to port this game over.
What is ...
10
votes
5answers
2k views
Longest path algorithm for roguelike maze generation
I have a simple grid-based map composed of rooms, like this (A=entrance, B=exit):
0 1 2 3
#########
0 #B# #####
#########
1 # ### #
#########
2 # # #
# # #
3 # # #
...
63
votes
5answers
16k views
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 ...
21
votes
4answers
1k 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 ...