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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errors when I try to return a list

Now I improved the code a bit, cut something off it, etc. Here is the source code: import Prelude {-- DEFINE THE TYPES --} data Tile = Tile -- the tiles of the map {char :: Char ,isBlocking :: Bool ,position :: (Int,Int)} type…
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Is enumeration the right tool for generating creatures in a roguelike game?

I'm developing a roguelike game as a programming/database excercise and a hobby(and because I want to have my own "Dwarf Fortress" project to lord over as I please). I got stuck quite early while trying to write a robust enough system to generate…
Sargon1
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rogue like game initializing error

I'm making a simple map for simple rogue-like game. So I need to initialize map with Objects created for each array cell by receiving data from character array[i][j]. Suggested that such CWall, CDoor classes are defined in other files like…
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How to create a 2D array of objects in Ruby?

I am creating a map for my roguelike game and already I stumbled on a problem. I want to create a two dimensional array of objects. In my previous C++ game I did this: class tile; //found in another file. tile theMap[MAP_WIDTH][MAP_HEIGHT]; I…
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Unity Roguelike Project: Argument Out of Range Exception

I'm getting an Argument Out of Range Exception for this script I'm following in a Unity tutorial. Here's the exception: ArgumentOutOfRangeException: Argument is out of range. Parameter name:…
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.bat Roguelike (works)

Hey I am needing some help, hopefully someone can. list of things I need •Hp, Strhp, str, def fixed (Classes and races don't fit together; example Dwarf has 100hp and he chooses Cleric as class so he would a +5hp bonus.) its either giving me 5hp or…
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Creating/Importing A Custom Map in Python using Libtcod?

I have been in the works of creating a Roguelike in Python, using Libtcod! However, one of my major hurdles that i have been faced with - is that i have absolutely no idea how to make a CUSTOM map (as in, i define the cells and what elements they…
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Python libtcod: Object description feature error

I'm working my way through the libtcod python tutorial, I've decided to mess around with some of the code to make it more unique today, and decided to start off with a feature to allow the player to hover the mouse over an object and press 'd' for a…
B-mo
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Best performance option for drawing from a sprite sheet using Java Swing

I'm creating a graphical roguelike game using Java. In the game, I'm painting a 2d array of Tile objects onto a JPanel. These Tile objects represent the ground. I have a .bmp sprite sheet that contains all of the textures I want to use to paint…
Wes
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Tile-based 2D viewport/camera

This isn't so much a question as it is an 'anti-tunnel-vision' check. I'm trying to get a camera/viewport working in a roguelike, but I'm not sure I'm doing things correctly. Here's the code I've got so far: void Map::moveCamera(int targetx,int…
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How to print dungeon building algorithm to jframe using image tiles?

I'm learning Java at the moment and am playing around with the Swing GUI as well as trying to understand how some of the larger roguelike dungeon builder algorithms work. I came across this example in java for the algorithm - [link]…
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Acessing array from a function C++

I've double-checked to see if this specific question has been asked before, and I was unable to find anything of use, soooo..... I've managed to use my PNRG to store ten numbers in an array, but I don't know how to use them to 'persist' my dungeon…
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Java Roguelike class and subclass structure for scheduler and actors

As a learning progression for JAVA inheritance I have put together a scheduler class and actor class. The scheduler class creates a list of actor objects and progresses through them calling on the actor to act(). Now my first instinct for the actor…
Julian Young
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Why is my virtual method being skipped over in C++?

Long story short: The program I'm working on is a rogue like - even though that isn't really needed for this question. Here's the hierarchy tree for my classes related to this question: Entity …
Habit
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Python Roguelike: Inventory Disappears

Today I progressed further into this Python roguelike tutorial, and got to the inventory. As of now, I can pick up items and use them. The only problem is, when accessing the inventory, it's only visible for a split second, even though I used the…
Jeremy Darrach
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