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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Design outline for console rouglike interface

I am looking for a way to organize the interface following the rougelike pattern (term borrowed from The Art of Unix Programming by Eric S. Raymond), which is basically similar to that of vim, links etc. I opt for C++ with ncurses and cdk. I have…
Richard Pump
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Texturing troble on imported, tile based map on Unity

I'm trying to develop a rogue-like game in unity. Because of this, I need a tile-based map. Thanks to this tutorial, I've created a 9x9 square tiled map easily.…
dhargan
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C++ Non-Class member compile error in Code::Blocks?

I am attempting to follow the tutorial found here to learn the basic idea behind programming roguelike game. I am using Code::Blocks 10.05 running portable from my usb and compiling with MinGW. Console.h also came from the website I linked above. I…
BradyK
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Is this a design pattern? If so, what is its name?

I'm currently developing a turn-based RPG (a rogue-like) in C++ and I have created a neat architecture in my code that looks like some design pattern because I remember having seen code structured like this in some other projects. I want to know if…
Fernando Aires Castello
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Best form of IPC for a decentralized roguelike?

I've got a project to create a roguelike that in some way abstracts the UI from the engine and the engine from map creation, line-of-site, etc. To narrow the focus, i first want to just get the UI (player's client) and engine working. My current…
SplinterOfChaos
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C++, Ncurses - trouble understanding how menu windows work

I have two version of my program. One that uses ncurses and another that doesn't. The one which doe not use ncurses works well enough, nothing is wrong with it. I want to upgrade my program so I decided that I will use ncurses for that. The problem…
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What is an optimal way to design directional recoil in unity 2D?

Im making a 2D roguelike with guns, and I have 4 different recoil animations for when the Shoot method is called: recoilLeft, recoilUp, recoilRight, and recoilDown. I want the respective animation play based on your position to the closest enemy. I…
HoHoJoe
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Building a Circular Room in Python (LibTcod Roguelike tutorial)

I'm happy to say I'm still learning and new to making and building quite anything in code so far, but I have been tackling the Tcod Roguelike tutorial to try some things out. I have gotten to the procedural generation of rooms and have gotten it to…
Kol
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I've been trying to run this PYTHON code from a roguelike tutorial but it replies with an error (SOLVED)

So, my code is this bad boy here #!/usr/bin/env python3 import tcod def main() -> None: screen_width = 80 screen_height = 50 tiileset = tcod.tileset.load_tilesheet( "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD …
HelenaJS
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More sophisticated terminal I/O in Ruby

I'm trying to make a rouguelike game that runs inside a terminal using Ruby but I'm not exactly sure how to go about doing that. I want to be able to address and update each cell in the standard 80*24 terminal window individually. Can I do this with…
rpowell
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How can I get a character that's already printed out on the terminal into a variable?

So I'm currently writing a roguelike game using only ascii characters, and I can't figure out how to check if there are walls in front of my characters (So ideally whatever method I use returns a '#'). My idea was to check after each move if the…
Jag
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How to make an Inventory in Batch game

I am trying to create a Batch Game, where it has an inventory similiar to Skyrim, Oblivion, and other well known Games similiar. The ides is that there is not a fixed number of Inventory slots, but rather, the game creates a new slot if the existing…
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How do I get Batch to recognise variable is equal to '#' instead of 'a'

I want to create a batch file rogue like, however I need to fix a slight problem. When the character walks into a wall ( # ) I want the character to go back a step, and that works, however I cannot get the batch script to recognise if the character…
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Xamarin maximum grid row/ column definitions

I've only started playing with xamarin recently but I'm making a roguelike using xamarin and I had the idea of using a grid for the player map (each X Y position in the grid would be representing the randomly generated map) I've hit a snag though in…
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Align Spawnpoints in Procedural generation

I've created some boxes to recreate a 2D level where the dungeon is being created in a procedural generation. Altho when I run my script it creates the right levels, but it does not align the Spawnpoints to each other. This causes an unlimited…
mafiaf
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