technology

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.

RLDBAR Sidenote #1: Cameras

9 minute read Published:

A camera and larger maps for our in progress Roguelike
This is the first of what I anticipate to be several sidenotes to the main RoguelikeDev Builds a Roguelike shenanigans. These sidenotes will deal with things that are not covered in the main tutorial, but I still feel add value, either to gameplay, programming knowledge, or both. For the inaugural Sidenote, we’ll be discussing adding a camera to our in progress roguelike. A camera will give us a couple of benefits, but the most immediate is that we can support maps larger than the terminal window.

RoguelikeDev Builds A Roguelike, Part 3

18 minute read Published:

Part 3: Game Entities and the Map
Welcome back to my series following along with RoguelikeDev Builds a Roguelike! This is the second part of this weeks posts, the first being concerned with creating a player representation and moving it around using player input. In the second part of this week, we’re going to start thinking about the overall structure of our game, as well as get an intial version of the gameplay map, which is the world the player will be interacting with.

RoguelikeDev Builds a Roguelike, Part 2

8 minute read Published:

Part 2: The Player and Movement

Welcome back to my series following along with RoguelikeDev Builds a Roguelike! This is part 2, and this week, we’ve got things split into two parts. The first part, which this post will be concerned with, involves displaying the player and the screen, and implementing basic four direction movement. Part two will consist of creating a generic ‘Object’ type that will represent things in the game, as well as creating an initial dungeon map.

Lets dive right in creating our player, and getting it moving!

RoguelikeDev Builds a Roguelike, Part 1

7 minute read Published:

Part 1: Setup

So it begins! This is the first in a series of posts following my attempts at making a Roguelike, in Go, using BearLibTerminal. I’ll be following along with the RoguelikeDev builds a Roguelike posts as I progress.

So, without further ado, lets begin part 0: Setup!`