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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Unity: How do I have distinct rooms without changing scenes

I'm trying to create a roguelike in the vein of Rogue Legacy, but I need to know how to not have enemies carry over from room to room. All enemies need to be idle and reset when you leave the room. I want to do this without changing the scene…
TheYargonaut
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Libtcod python 3 crashing when trying to move character?

I'm trying to make a basic roguelike and following this tutorial: http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python3%2Blibtcod,_part_1 I tried to make a character respond to mouse movements using libtcod. I followed…
Veatix Ion
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Room placement in a maze using Prim's algorithm

I am attempting to place rooms on an ASCII screen, and then use Prim's algorithm to "fill" the space between rooms with maze, but without actually breaking into the rooms. I have been tinkering for a few hours, and I can't figure out a way to stop…
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Libtcod access violation error in Python

So, like many I am going through a tutorial on roguelikes using libtcod in python. http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_3 I finally got everything running but I am getting an error on a…
Chris E
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How can I get values from multiple instances of a class?

I am making a roguelike in Love2D as a hobby project. My approach is to try and use as much of the native capabilities of Lua and the Love2D (0.10.1) API as possible, without relying on fancy libraries like middleclass or HUMP, so as to learn more…
Apple Baps
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Unity3d Roguelike 2D: How to expand on Enemy "OnCantMove" script to attack walls?

This is my first time asking a question here at StackOverflow. I have finished the Unity 3D official "Roguelike 2D" tutorial, and trying to expand on it on my own. When the Player tries to walk into a wall, he damages it instead, eventually breaking…
Josse Klev
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Properly centering div based on child element

This is a repost from StackExchange's GameDev section, yet, I find that the problem seems more applicable to StackOverflow because it pertains more to CSS, JS, and positioning techniques rather than JavaScript topics (mostly UnityScript and Phaser)…
GrandonBroseph
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Roguelike game has blinking drawing

I'm writing the drawing system for a roguelike game based on ascii characters (graphics similar to dwarf fortress). I'm using the AsciiPanel from here. My problem is that when I draw entities on my map, they seem to blink, when they should be solid.…
Kyranstar
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Batch roguelike errors

I am trying to make a batch roguelike but I am running in to three main problems. First of all my message system is not working. Second there is a glitch where if i try to move somewhere where I can't the choice statement keeps writing the W, S, A,…
Yulap
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Implementation of the WELLRNG512

I have seen a lot of posts about the WELLRNG512. Supposedly I have concluded that it would be a better choice than the Mersenne Twister for a roguelike dungeon crawler. I am trying to get this piece of code to generate random numbers and behave much…
pepi55
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PyGame: Sprites won't move

I'm making a small game with PyGame where the camera is focused on a sprite that represents a character and the map moves around it when the arrow keys are pressed. The problem is the map does not move. I've had this problem multiple times before…
Dylan LaCoursiere
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I'm Programming a Roguelike in Python and I need a Specific Monster Following Script

I'm using libtcod and python to make a roguelike; the tutorial I'm following the monsters only follow you if you're in their field of view. Obviously this is insufficient; as it means you can turn a corner and they don't follow you around the…
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X and Y Axis Indices in List for Roguelike

After analyzing a snippet of code from this link (the C# portion), I tried doing this on my own for some practice. However, I'm confused about how the portion below translates to an X,Y index in the string list, and why the if() statement has the Y…
kmartmvp
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C: Roguelike map is screwy

I'm making a Roguelike game in C, and I can't get my character to move in the way I want it to. I made a 2D char array with the character on it at point (x, y), drew the array, and changed the x and y values and redrew the array upon input of a…
Dylan LaCoursiere
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Items in a 2d tile based game

I am making a 2d tile based game in Java, and I was wondering what the best way to store items in the world was. In the past i have always used an array the same size of the world but I want to make really big worlds, and I know for a fact this…