RoguelikeDev Builds a Roguelike, Part 7

17 minute read Published:

Part 7: An Entity/Component/System Refactor to make our lives easier
The time has finally come where our small game is going to become unmanageable when adding new features. Certainly, we could make it work (and in fact the official tutorial and revamped tutorial come up with some clever ways around this complexity), but I’m not a fan of headaches, or unmaintainable code. I’ve always wanted to write an entity component system setup from scratch, to better understand how they work, and and ECS can dramatically help us cut down on complexity of new features.

RLDBAR Sidenote #2: Vim Keys and Diagonal Movement

2 minute read Published:

Vim key movement, and moving diagonally
In this second sidenote to the main RLDBAR tutorial, we’re going to make a very small, but very useful change: diagnonal movement, and allowing users to move via VIM keys. The first, diagonal movement, opens up many more tactical options over just being able to move in the cardinal directions (north, south, east, west), and will give the player more flexibility. Adding in support for VIM key movement (h, j, k, l, y, u, b, n) will give our game a bit more reach to users without full keyboards (not that we’ve implemented number pad support yet… :P ).

RoguelikeDev Builds a Roguelike, Part 6

13 minute read Published:

Part 6: Preparing for Combat
Welcome back to my series about building a Roguelike in Go (and following along with RoguelikeDev’s dev-along)! Last time, we added a field of vision algorithm to our game, putting the player in the dark, except the immediate area surrounding them. In this installment, we’re going to start adding the framework for monsters that inhabit the dark corners of the caverns. In particular, our goal will be to randomly place Game Entities, representing things such as Goblins, Troll, and Orcs, around our generated caverns, make sure they get to take actions, and allow the player to interact with them.

RoguelikeDev Builds a Roguelike, Part 5

12 minute read Published:

Part 5: Field of Vision
Welcome to part 5 of RoguelikeDev builds a Roguelike! In this weeks installment, we’re going to be talking about field of vision (fov for short), and how we can apply that to our game in progress. Field of vision is how far the player can see. If something is beyond the field of vision of the player, it will not be visible. This adds a nice exploration element to our game, as the game map starts completely unexplored.

RoguelikeDev Builds a Roguelike, Part 4

18 minute read Published:

Part 4: A more interesting map
Welcome to Part 4 of RoguelikeDev builds a Roguelike! This week, we’re going to be fleshing out the map that the player will be playing the game on. If you recall, last time, we created an ‘arena’ sort of map, with a large open space in the middle, surrounded by walls along the outside edges. Not very exciting, but it was something for the player to mover around in. This week, we’re going to procedurally generate some (hopefully) realistic looking caverns that the player can explore.