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roguelikedev

RoguelikeDev

  • Golem: A Self-Made Person! Alpha 1 out now!

    Golem: A Self-Made Person! is a traditional roguelike with a twist. In it, you slay enemies and incorporate their parts to your own body.

    Golem is made with Python, using pygame and Pygcurse. I'm not following any tutorial or using any premade roguelike library, so it's mostly made from scratch.

    Try the alpha version now.

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  • A modern C++ and (somewhat) generic roguelike
    github.com GitHub - SuperFola/pataro: A generic and modular Roguelike game on top of libtcod - I'll be back soon, just need a break!

    A generic and modular Roguelike game on top of libtcod - I'll be back soon, just need a break! - GitHub - SuperFola/pataro: A generic and modular Roguelike game on top of libtcod - I'll be ...

    GitHub - SuperFola/pataro: A generic and modular Roguelike game on top of libtcod - I'll be back soon, just need a break!

    Two years ago I started to follow RogueBasin's roguelike C++ tutorial, a somewhat outdated tutorial in term of good practices and C++ version, but very on point in term of roguelikes.

    My goal when I started Pataro what quite ambitious: I wanted to make a modern C++ roguelike from the tutorial, and write an updated version of said tutorial to help the community! Even better (or worse, in term of choosing your goals) I thought I could make a modern C++ roguelike library for people to use.

    I got the first 9 parts of the tutorial working pretty smoothly, having set up an architecture inspired by Bob Nystrom about game architecture with roguelikes in mind (great talk by the way: https://www.youtube.com/watch?v=JxI3Eu5DPwE). Then I got to a big hurdle: saving and loading. Having used a lot of polymorphism, it makes quite hard to load correctly things and I stopped there.

    !progress as of june 2021

    Then a few weeks ago, I picked up the project again, with a much lower set of goals in mind:

    • finishing to implement the tutorial from RogueBasin
    • ease the configuration of the project, so that people can pick parts of it or just make a roguelike from it
    • fix a bunch of problems related to the map and how it is used to be able to extend it and modify it (imagine being able to have spells that could alter the map)
    • rearchitecture a few more things because it's still very rough on the edges
    • modernize the C++ code (again)

    Progress as of july 2023

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  • Roguelike Celebration Call for Proposals Extended to July 15!
    buttondown.email Roguelike Celebration Call for Proposals Extended to July 15!

    ๐ŸŽ‰ Weโ€™re extending the call for proposals until July 15! ๐ŸŽ‰ Youโ€™re way down in the depths of a dungeon, hacking and slashing with aplomb, only to look up and...

    Roguelike Celebration Call for Proposals Extended to July 15!

    Calls for talk submissions are open for two more weeks for October's event.

    Recommend diving through previous year's events for some really interesting talks and presentations. https://www.roguelike.club/

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  • Welcome to /c/roguelikedev!

    Welcome to the roguelikedev community on programming.dev. I'm still figuring things out.

    Feel free to share progress on current projects, ask technical questions, and talk about your expectations of this community.

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