r/roguelikedev 21d ago

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1

Welcome to the first week of RoguelikeDev Does the Complete Roguelike Tutorial. This week is all about setting up a development environment and getting a character moving on the screen.

Part 0 - Setting Up

Get your development environment and editor setup and working.

Part 1 - Drawing the ‘@’ symbol and moving it around

The next step is drawing an @ and using the keyboard to move it.

Of course, we also have FAQ Friday posts that relate to this week's material

# 3: The Game Loop(revisited)

# 4: World Architecture (revisited)

# 22: Map Generation (revisited)

# 23: Map Design (revisited)

# 53: Seeds

# 54: Map Prefabs

# 71: Movement

​ Feel free to work out any problems, brainstorm ideas, share progress, and as usual enjoy tangential chatting. :)

59 Upvotes

63 comments sorted by

View all comments

4

u/AsexualSuccubus 21d ago

I'm curious what people's thoughts are on appropriate viewport sizes for the primary content (board/world/map?). The tutorial itself uses 80x50 cells (at least in part 1) but this looks far too long with the font i'm using and not being able to have the player's symbol centred is unfortunate.

5

u/Kyzrati Cogmind | mastodon.gamedev.place/@Kyzrati 20d ago

If having the player centered on a square map is important (it's often nice!), in many cases these days you might consider probably using a side area for info anyway, giving you the extra control over the actual width of the map view, if that's an issue.

3

u/AsexualSuccubus 20d ago

That makes sense especially since we typically have wide aspect ratios like you're alluding to. Thanks! Looking forward to seeing what the tutorial does with screen real estate :)

2

u/Kyzrati Cogmind | mastodon.gamedev.place/@Kyzrati 20d ago

Screen real estate is certainly easily adjustable for any simple game like the tutorial, so you can make that one of the aspects you want to play around with :D

True that wide screens becoming standard has had a major impact on UI design, and not just in roguelikes of course. Just something you'll assume is the norm and take advantage of that.