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* [[Motivation]]
* [[Motivation]]
* [[Open Source]]
* [[Open Source]]
* [http://alun.myftp.org/Appz/DynamicWorldDesign.xps Dynamic World Design (XPS doc)]
* [http://alun.myftp.org/Appz/MMOGameBalanceIssues.xps MMO Game balance issues (XPS doc)]


=== Fundamentals ===
=== Fundamentals ===
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===Game modification===
===Game modification===
* [[Translation]]
* [[Translation]]
* [[Localization Project]]


=== Communities ===
=== Communities ===
* [[rgrd]]
* [[rgrd]]
* The [http://wiki.gamedev.net/ Game Programming Wiki]
* [http://wiki.gamedev.net/ Game Programming Wiki]
* [[rgrd chatroom]]


==Design==
==Design==
===General===
* [[Alternatives to Permadeath]]
* [[Aspects of playing]]
* [[Aspects of playing]]
* [[Fun Factor]]
* [[Fun Factor]]
* [[Power Curve]]
* [[Power Curve]]
* [[Quests in Roguelikes]]
* [[RL Terrain]]
* [[Religious Constraints (Rules)]]
* [[Roguelike Alphabet]]
* [[Spatial Consistency]]
* [[The Role of Hunger]]
* [[The Role of Hunger]]
* [[Alternatives to Permadeath]]
* [[Third dimension in an ASCII-based roguelike]]
* [[Third dimension in an ASCII-based roguelike]]
* [[Time Systems]]
* [[Time Systems]]
* [[What a RL should be]]
* [[What a RL should be]]
* [[Roguelike Alphabet]]
* [[Spatial Consistency]]


===Setting, story, and mood===
===Combat===
* '''[[Theme]]'''
* [[Implicit Facing]]
* [[Roguelike Themes]]
* [[Interesting Critical Hits]]
* [[Creating a Story]]
* [[Monster attacks]]
* [[Horror in Roguelike Games]]
* [[Horror1|Horror in Roguelike Games, Part I : Gore]]
* [[Roguelike Mood]]
* [[Big List of RPG Plots]]


===Roleplaying===
===Dungeons===
* [[Quests in Roguelikes]]
* [[Basic BSP Dungeon generation]]
 
* [[Basic directional dungeon generation]]
===Dungeon features, terrain===
* [[Brogue]] [https://www.rockpapershotgun.com/2015/07/28/how-do-roguelikes-generate-levels/ dungeon terrain] and [http://brogue.wikia.com/wiki/Level_Generation level] generation
* [[Dungeon persistence]]
* [[Dungeon persistence]]
* [[RL Terrain]]
* [http://ancardia.wikia.com/wiki/Dungeon_Features List of dungeon features] from the [[ADOM]] wiki.
* [http://crawl.chaosforge.org/Dungeon_features List of dungeon features] from the [[Crawl]] wiki.
* [https://nethackwiki.com/wiki/Category:Dungeon_features List of dungeon features] from the [[NetHack]] wiki.
* [[Template Dungeon themeing/generation]]
* [http://roguelikedeveloper.blogspot.com/2007/11/unangband-dungeon-generation-part-one.html Unangband Dungeon Generation]
* [http://roguelikedeveloper.blogspot.com/2007/11/unangband-dungeon-generation-part-one.html Unangband Dungeon Generation]
* [[Basic BSP Dungeon generation]]


===Combat===
===Interface===
* '''[[Monster attacks]]'''
* [[Icons in Roguelikes]]
* [[Implicit Facing]]
* [http://www.gridsagegames.com/blog/2015/10/morgue-files/ Morgue files], from [[Cogmind]]
* [[Preferred Key Controls]]
* [[Roguelike Interface]]
* [[User interface features]]


===Magic===
===Magic===
* [http://roguelikedeveloper.blogspot.com/2008/05/unangband-magic-system-part-one.html Designing a Magic System]
* [[Magic]]
* [[Magic]]
* [[Magic systems]]
* [[Magic systems]]
* [[Spell]]
* [[Spell]]
* [[The Gramarye A Magic System for FUDGE]]
* [[The Gramarye A Magic System for FUDGE]]
* [http://roguelikedeveloper.blogspot.com/2008/05/unangband-magic-system-part-one.html Designing a Magic System]


===Religion===
===Setting, story, and mood===
* [[Religious Constraints (Rules)]]
* [[Big List of RPG Plots]]
 
* [[Creating a Story]]
===Interface===
* [[Horror in Roguelike Games]]
* '''[[PreferredKeyControls]]'''
* [[Horror1|Horror in Roguelike Games, Part I : Gore]]
* '''[[User interface features]]'''
* [[Roguelike Mood]]
* [[Icons in Roguelikes]]
* [[Roguelike Themes]]
* [[Roguelike Interface]]
* [[Theme]]


===Game ideas===
===Game ideas===
Ideas for roguelikes are posted regularly on [[rgrd]], but over time are forgotten. In an attempt to preserve the more interesting ideas these pages were created:
Ideas for roguelikes are posted regularly on [[rgrd]], but over time are forgotten. In an attempt to preserve the more interesting ideas these pages were created:
* [[Fire Brigade RL]] by Antonie
* [[GalaxyRL]] by tongHoAnh
* [http://groups.google.com/group/rec.games.roguelike.development/browse_thread/thread/35a94c69af62ac95?fwc=1 God's 7DRL]
* [[Magic Tower]]
* [[Magic Tower]]
* [[Magical Dungeon]] by Patashu
* [[Modern Dungeon Exploration]]
* [[Modern Dungeon Exploration]]
* [[Murder Mystery RL]] by Shedletsky
* [[OrcRL]] by DrGong
* [[Poisoned Character Roguelike]]
* [[Roguelike DM]] by [[Timothy Pruett]]
* [[Roguelike DM]] by [[Timothy Pruett]]
* [[Magical Dungeon]] by Patashu
* [[Shopkeeper RL]] by Antonie
* [[GalaxyRL]] by tongHoAnh
* [[Time-gate roguelike]] by anchor0057
* [[Time-gate roguelike]] by anchor0057
* [[Murder Mystery RL]] by Shedletsky
* [[TraderRL]] by alsagoz
* [[World of Rogue]] by [[Gamer_2k4]]
* [[World of Rogue]] by [[Gamer_2k4]]
* [[Shopkeeper RL]] by Antonie
* [[Fire Brigade RL]] by Antonie
* [[TraderRL]] by alsagoz
* [[OrcRL]] by DrGong


==Implementation==
==Implementation==
* [[Complete Roguelike Tutorial, using python+libtcod]]
* [[Roguelike Tutorial, using Lua+libtcod]]
* [https://programmingbymoonlight.com/roguelike-intro/ New Roguelike Tutorial, using Lua+Gideros Mobile]
* [[rot.js tutorial|Ananas aus Caracas: rot.js tutorial]]
* [[Code design basics]]
* [[Portability Issues]]
* [[Things which are hard to code]]
* [[Language in Roguelikes]]
* [[Language in Roguelikes]]
* [[Things which are hard to code]]
* [[Save Files]]
* [[Portability Issues]]
* [[Ssh server]]
* [[Code design basics]]
 


=== Programming languages ===
=== Programming languages ===
RogueBasin has articles about these languages. That doesn't mean that you can't use other languages. The best language for your roguelike is the one you know well (or want to learn).
RogueBasin has articles about these [[Programming Language|programming languages]]. That doesn’t mean that you can’t use other languages. The best language for your roguelike is the one you know well (or want to learn).
 
* [[BASIC]]
* [[C]]
* [[C]]
* [[C_Sharp|C#]]
* [[C_Sharp|C#]]
* [[Common Lisp]]
* [[Cpp|C++]]
* [[Cpp|C++]]
* [[Bcx Basic]]  
* [[D]]
* [[Fortran]]
* [[FreeBasic]]
* [[FreeBasic]]
* [[FreePascal]]
* [[FreePascal]]
* [[Haskell]]
* [[JavaScript]]
* [[Java]]
* [[Java]]
* [[Lua]]
* [[Python]]
* [[Python]]
* [[Ruby]]
* [[Ruby]]
* [[Common Lisp]]


=== Portability ===
=== Portability ===
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* [[Windows]]
* [[Windows]]
* [[Linux]]
* [[Linux]]
* [[Mac]]
* [[Mac OS|Mac]]
* [[Unicode]]
* [[Unicode]]
* [[Output libraries]]
* [[Output libraries]]
* [[Filesystem hierarchy standard for game developers]]


=== Extensibility ===
=== Extensibility ===
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* [[Info Files]]
* [[Info Files]]
* [[Info File Variant - Compile-to-Code]]
* [[Info File Variant - Compile-to-Code]]
* [[Lua makes info files obsolete]]
* [[Entity Component System]]
* [[Rule and Event Systems]]


=== Map ===
=== Map ===
* [[Abstract Dungeons]]
* [[Basic BSP Dungeon generation]]
* [[Cellular Automata Method for Generating Random Cave-Like Levels]]
* [[Cellular Automata Method for Generating Random Cave-Like Levels]]
* [[CreatingAForest|Creating A Forest]]
* [[CreatingAForest|Creating A Forest]]
* [[Creating Measurably "Fun" Maps]]
* [[Data structures for the map]]
* [[Delving a connected cavern]]
* [[Designing Flexible, Reusable Algorithms]]
* [[Diffusion-limited aggregation]]
* [[Dungeon builder written in Python]]
* [[Dungeon builder written in Python]]
* [[Data structures for the map]]
* [[A Simple Dungeon Generator for Python 2 or 3]]
* [[Creating Measurably "Fun" Maps]]
* [[Simple maze]]
* [[Dungeon-Building Algorithm]]
* [[Dungeon-Building Algorithm]]
* [[Grid Based Dungeon Generator]]
* [[Irregular Shaped Rooms]]
* [[Irregular Shaped Rooms]]
* [http://roguelikedeveloper.blogspot.com/2007/07/wilderness-generation-using-voronoi.html Wilderness generation using Vornoi diagrams]
* [http://www.evilscience.co.uk/?p=53 Island and labyrinth map generating algorithm]
* [http://www.evilscience.co.uk/?p=53 Island and labyrinth map generating algorithm]
* [[Delving a connected cavern]]
* [http://www.astrolog.org/labyrnth/algrithm.htm Maze Algorithms]
* [[Grid Based Dungeon Generator]]
* [http://frogasaurus.wordpress.com PHP dungeon generator using tile masks]
* [[Abstract Dungeons]]
* [[Simple maze]]
* [http://roguelikedeveloper.blogspot.com/2007/07/wilderness-generation-using-voronoi.html Wilderness generation using Voronoi diagrams]
* [[Complete Roguelike Tutorial, using python+libtcod, part 2#The Map|A Python map structure]] and [[Complete Roguelike Tutorial, using python+libtcod, part 3|a simple dungeon generator]], part of the python+libtcod tutorial.
* [[Winding ways]]
* [[Simple Rogue levels]]
* [[Random Zone Generation]]
* [http://www.evilscience.co.uk/?p=553 C# implementation of simple map builder]
* [[Random Walk Cave Generation]]
 
* See also: [[:Category:WorldGeneration]]
* See also: [[:Category:WorldGeneration]]


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* [[Thoughts on Combat Models]]
* [[Thoughts on Combat Models]]
* [[Two-Key Targeting]]
* [[Two-Key Targeting]]
* See also: [[:Category:Combat]]


===AI===
===AI===
* [http://www.oangband.com/dl_misc/4GAI.txt 4GAI - The "4th Generation AI" used in many Angband variants]
* [[A Better Monster AI]]
* [[A Better Monster AI]]
* [[Complex NPC Interaction]]
* [[Complex NPC Interaction]]
* [[Variety in NPC behavior]]
* [http://roguelikedeveloper.blogspot.com/2007/10/unangband-monster-ai-part-one-history.html Emergent Behaviour in Unangband Monster AI]
* [http://roguelikedeveloper.blogspot.com/2007/10/unangband-monster-ai-part-one-history.html Emergent Behaviour in Unangband Monster AI]
* [[Implementing interesting townsfolk AI]]
* [[Implementing interesting townsfolk AI]]
* [[Need driven AI]]
* [[Need driven AI]]
* [[Pathfinding]]
* [[Pathfinding]]
* [[A_Python_3_and_2_Pathfinder_with_Pygame_Example]]
* [[Plug-In Monster AI]]
* [[Plug-In Monster AI]]
* [[Quick Pathfinding in a Dungeon]]
* [[Quick Pathfinding in a Dungeon]]
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* [[Roguelike AI - Doing it the generic way]]
* [[Roguelike AI - Doing it the generic way]]
* [[Roguelike Intelligence|Roguelike Intelligence series of articles]]
* [[Roguelike Intelligence|Roguelike Intelligence series of articles]]
* [[Simple way to prevent jams of monsters with A*]]
* [[The Incredible Power of Dijkstra Maps]]
* [[Tracking by Scent and Sound]]
* [[Tracking by Scent and Sound]]
* [http://www.gameai.com/ The game AI page]
* [[An Alternative Scent Implementation]]
* [[Anticipating wall-following pathfinder]]
* [[Denizen Herding Behavior]]
* [[Smart searching and Modeling the player with a "heatmap"]](Not finished)
* [[Dijkstra Maps Visualized]]
* [http://web.cs.ucla.edu/~rosen/161/notes/alphabeta.html Minimax decision tree with alpha-beta pruning], a non-[https://www.safaribooksonline.com/library/view/ai-for-game/0596005555/ch11.html rules-based] approach to AI (used by [[Javelin]])


===Line of sight, field of vision===
===Line of sight, field of vision===
* [[Line of Sight]] is used to determine when a specific destination square is visible from a source square. This can be used to determine whether a player is visible to a monster, the path an arrow takes to a particular enemy, and as a building block for a field of vision algorithm.
* [[Line of Sight]] is used to determine when a specific destination square is visible from a source square. This can be used to determine whether a player is visible to a monster, the path an arrow takes to a particular enemy, and as a building block for a field of vision algorithm.
* [[Field of Vision]] determines all squares visible from a particular source. This is useful when determining which squares to show a player, what squares are lit up by a light source, etc.
* [[Field of Vision]] determines all squares visible from a particular source. This is useful when determining which squares to show a player, what squares are lit up by a light source, etc.
* [[Complete Roguelike Tutorial, using python+libtcod, part 4|Using the libtcod library for FOV, and implementing fog-of-war]], part of the python+libtcod tutorial.
* [http://www.evilscience.co.uk/?p=225 C# implementation of field of vision using recursive shadow casting]
* [https://gist.github.com/zloedi/9551625 Grid based shadow casting / field of vision]


===Magic===
===Magic===
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===Graphics===
===Graphics===
* [[Finding graphical tiles]]
* [[Finding graphical tiles]]
* [[Inspired Art]]
* [[Use of color]]


===Sound===
===Sound===
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* [[An elegant time-management system for roguelikes]]
* [[An elegant time-management system for roguelikes]]
* [[A priority queue based turn scheduling system]]
* [[A priority queue based turn scheduling system]]
* [[A simple turn scheduling system -- Python implementation]]
* [http://nadako.tumblr.com/post/46340820457/turn-based-time-scheduling Energy-based time scheduling implementation]


===Useful algorithms and code===
===Useful algorithms and code===
* [[Compression]]
* [[Fractals]]
* [[Fractals]]
* [[Mersenne twister]]
* [[Mersenne twister]]
* [[Random name generation]]
* [[Random name generation]]
* [[Random number generator]]
* [[Random number generator]]
* [[Weighted random generator]]
* [[Scrolling map]]
* [[Line wrapping in C]]
* [[Experience table generator]]
* [[Protecting your story]]: How to distribute your story in the clear in a way that prevents someone snooping your code to read it all (useful mostly for OSS games)
* Brief overview of [[DCSS]]' [http://crawl.develz.org/wordpress/webtiles-architecture webtiles architecture] for online play.


===Java Roguelike Development Guide===
===Java Roguelike Development Guide===
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* [[Java Curses Implementation]]
* [[Java Curses Implementation]]
* [[Items in Java]]
* [[Items in Java]]
* [[Java Roguelike Tutorial]]
* [[Roguelike Iterative Test-Driven Development in Java]]


==Game reviews==
==Game reviews==
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There are more articles at [http://arns.freeservers.com/workshop.html].  Most of these are duplicates of articles here.
There are more articles at [http://arns.freeservers.com/workshop.html].  Most of these are duplicates of articles here.


[[category:main]]
[[Category:Browse]]

Revision as of 14:58, 26 September 2019

This is a listing of articles, arranged by subject.

Articles under "design" will help the developer make decisions about gameplay. Articles under "implementation" will help with algorithm design, and offer various methods of implementing features. Headings are arranged in a general chronological order of development. Large lists of ideas (items, spells, themes, etc.) are in bold.

Development

Fundamentals

Project management

Roguelike developments are complicated projects to handle; if you have weak goals, the project will slip out of your control and its success may be compromised.

Game modification

Communities

Design

General

Combat

Dungeons

Interface

Magic

Setting, story, and mood

Game ideas

Ideas for roguelikes are posted regularly on rgrd, but over time are forgotten. In an attempt to preserve the more interesting ideas these pages were created:

Implementation


Programming languages

RogueBasin has articles about these programming languages. That doesn’t mean that you can’t use other languages. The best language for your roguelike is the one you know well (or want to learn).

Portability

Extensibility

Map

Combat

AI

Line of sight, field of vision

Magic

Graphics

Sound

Time management

Useful algorithms and code

Java Roguelike Development Guide

A list of articles specific to Java roguelike development

Game reviews

May give some idea of what people like and don't like in other games.


Other

The original Dungeondweller articles are archived at [1]. Please do not move them to RogueBasin without permission from the original author.

There are more articles at [2]. Most of these are duplicates of articles here.