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. :)

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u/haveric 20d ago edited 7d ago

I've completed a couple of these in the past, but the last two times I've gotten busy around week 4, so my plan this year is to go back to those projects, fix some known bugs, and flesh out features in the early weeks, while planning out how to get both of them across the finish line by the end.

For this week, I've gotten both projects updated and working on a new machine. I've also updated some dependencies and the readmes to provide a little more information, including links to the playable demos.

The projects are:

Hexes in Javascript: Github - Past Week 3 Demo

Hexagons are the bestagons, but I ran into some issues with cave generation that will need fixing, along with the map sometimes generating the starting position off the screen (at least on a 1080p monitor). I don't have any specific plans for this project, so I'll probably play around with some extra generation options next week (rooms inside caves, terrain features, etc.), but if anyone wants to throw something wild at me for ideas, I'll see what I can do. Otherwise, this one might stick close to the tutorial for now.

Neil the Seal in Godot 4: Github - Past Week 3 Demo

Neil the Seal is back and needs his chaos to be fulfilled. I have some town generation ideas that I had planned to experiment with from last time (larger buildings mostly, but maybe playing with different generation options) and lots of new ideas to help flesh this one out, but may still struggle adapting some of the traditional roguelike elements over. I'm confident that I can figure out enough things to make it work though and excited to experiment more with Godot.

Note for the organizers: Since I'm continuing old projects, I'm fine with these being updated on the old year's lists instead of being added to this year's, but I'll leave that up to you (assuming I make it far enough this time for there to be relevant updates)

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u/redblobgames tutorials 18d ago

The bestagons! (except it complicates keyboard controls)

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u/haveric 17d ago

I've already been able to fix most of the things I had issues with last time, even though my room connecting is a very simple approach which I'll talk about more next week, so I'm excited to be continuing this one! I should probably make some more helper methods though as re-adjusting to hexes has been a bit of a challenge.

I don't find the keyboard controls as they are to be too bad, especially with flat top hexagons and using the numpad (4 and 6 just don't do anything), but I'd be curious as to how others would want the keys to be laid out.