Questions tagged [roguelike]

A roguelike is usually a turn-based computer game with a strong focus on intricate gameplay and replayability due to procedurally generated content.

There are several similar but distinct definitions of Roguelike in current use.

The newest defines "Classic Roguelike" strictly.

To be a Classic Roguelike, all of the following features must be present (summarized):

  • Turn Based: The player interacts in discrete turns.
  • Grid Based: There is an underlying orthogonal (rectangular) or hexagonal grid where the entities of the world are placed. Movement is in full cell-to-cell discrete steps.
  • Permanent Failure: Games can support save-and-quit, but not a reload function to retry any section of the game. Upon death the game must be restarted from the beginning.
  • Procedural Environments: Most of the game is generated by the game for every new play session.
  • Random Conflict Outcomes: The main conflict actions (attacks or spells usually) has a randomized outcome within a defined distribution.
  • Inventory: There are items the player can pick up and use and inventory space is limited.
  • Single Character: The player controls exactly one character in the game world.

Previously the most widely known definition of a Roguelike was the Berlin Interpretation:

The Berlin Interpretation defines Roguelikes as a genre with the following high and low value factors.

High value factors:

  • Random environment generation.
  • Permadeath.
  • Turn based.
  • Grid based.
  • Non-modal.
  • Complexity
  • Resource management.
  • Hack n' slash.
  • Exploration and discovery.

Low value factors:

  • Single player character.
  • Monsters are similar to players.
  • Tactical challenge.
  • Ascii display.
  • Dungeons.
  • Numbers.

Another old definition is available at the Roguebasin page.

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Java and Swing with a game loop

(Not so) short question here. I am working on making a simple roguelike using Swing as the UI rather than the console (Which makes it easier to work with in Eclipse, among other things) but I seem to have hit a roadblock. What I am having trouble…
Arialth
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Using KeyStroke for input, is there an easier way of reading A - Z keys?

First of all, this isn't for a keylogger, it's for an input in a roguelike game where the JLabel in my JFrame will say "Name: " and I want to be able to type A-Za-z. After having a look at lots of options for key input, I am back where I started…
Adam K Dean
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Data structure for roguelike map

I need a data structure for map in rogue like game Each cell should contain array of objects. Map will have big dimensions, but contents of cell with specified coordinates should be accessible very fast. Map should be partially serializable (2kx4k…
darvin
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Creating a room for a dungeon gives wrong dimensions/no walls

I'm using Python 2.7 libtcod to make a Roguelike, and currently trying to get a function to create an individual room based on a given floor number, x1, x2, y1, and y2 set of coordinates. The expected behavior is that I should get a room bounded…
tacoman
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Redrawing the screen and wiping what was already there

I need some help - I'm trying to create a roguelike using C++, and at the moment, I have a very simple little screen going, with a void() that generates a map, using "#" for walls and "." for floors. It can draw the player by comparing some…
Anonymous
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Algorithm for creating a list of rectangles from a list of squares?

I'm trying to implement line-of-sight visibility / fog-of-war for my 2D top-down game, and found this article which has a simple and efficient algorithm which involves shooting rays at the edges of rectangles to calculate a list of triangles to…
Ryan Peschel
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How do I fix CS1525 error in this procedural generation code in my 2D roguelike dungeon game?

New to Unity C# coding. I'm writing a script to achieve procedural generation in a 2D roguelike game. My idea is to use enum to represent 4 directions (up, down, left, right), then pick a random direction to produce a room from Prefab. Then next…
VicL
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Is it possible to find the X and Y coordinates of a specific char from the console?

I'm printing a text file to the console with the following code: bool Screen::GetLevelFile(string fileName, vector& vecLevel) { ifstream in(fileName.c_str()); if (!in) { cerr << "Cannot open file: " + fileName << endl; …
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Roguelike Development Roadblock! libtcod.map_compute_fov depreciated?

I'll try to be both brief and thorough. I am following the tcod Rouguelike tutorial at the following link: http://rogueliketutorials.com/tutorials/tcod/ I am using PyCharm Community Edition, though I don't think that much matters. All was going…
R3TURN-0
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movement binding in c++ using ncurses

I can't get this movement binding to work. I'm using the ncurses library, update_ch and oldch are global variables. KEYERR is a macro set to -120 (I just don't handle those keypresses). I'm trying to restrict the player so he can't hold up, down,…
Evan
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Pygame - Creature walking through walls

Hello I'm making a roguelike game in pygame, and I am still at the first steps of the game, but I am having a problem. I don't know why, but the creature I created, in this case "skeleton", keeps walking through every single wall. It has a random…
Jose Vaz
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CS1503 Argument 1: cannot convert from 'Poc.Core.Player' to 'Poc.Interfaces.IScheduleable'

sorry im newish to programming so this may be an easy solvable problem that im not knowledgeable enough to know how to fix Im using this tutorial for a simple dungeon crawler https://bitbucket.org/FaronBracy/roguesharpv3tutorial/src/master/ when it…
B Dingus
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Having an instanced, derived class put a pointer to itself into an array?

Okay so here's a real mess of a question - I don't even entirely know what to search for. I asked a question here, related to a game's entity handling system: Initiating a derived class with specific variable values So far, that's working out great…
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WriteConsoleOutputCharacter Drawing extra pixel thick of blank space

Ive been designing a roguelike video game in the console. My problem is i initially draw the entire map with writeconsoleoutput at once then use writeconsoleoutputcharacter to redraw whats neccessary. But i have found that it draws an extra pixel…
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Easy way to implement dropped items in rogue-like game?

Basically I have a rogue game I'm making, and am trying to implement dropped items for when the enemy dies. I've tried a couple different methods on how to do this, and none have been successful. I was just wondering if you have any ideas on how you…
DGH94
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