Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod"

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Hi there!
<b>This tutorial is for libtcod 1.6.0 and above.</b>


If you would prefer to do the tutorial for an older version of libtcod, you can get there through one of the links below.  Be aware that the only way to get bug fixes, is by upgrading to the latest version.  There are no bug fix releases of older versions.


This is a '''work-in-progress collab effort''' by a small group of developers to create a [[Python]]+[[libtcod]] tutorial.
For libtcod version 1.5.1, [http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod&oldid=42760 here] is the older version of this tutorial.<br/>
 
For libtcod version 1.5.0, [http://roguebasin.roguelikedevelopment.org/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_1&oldid=29855 here] is the older version of this tutorial.
It's by no means finished, but the first parts are available now.
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----




__TOC__
__TOC__
<center><h1>'''Complete Roguelike Tutorial, using [[Python]]+[[libtcod]]'''</h1></center>


== '''Short introduction''' ==
== '''Short introduction''' ==
Line 22: Line 17:
Welcome to this tutorial! As you probably guessed, the goal is to have a one-stop-shop for all the info you need on how to build a good Roguelike from scratch. We hope you find it useful! But first, some quick Q&A.
Welcome to this tutorial! As you probably guessed, the goal is to have a one-stop-shop for all the info you need on how to build a good Roguelike from scratch. We hope you find it useful! But first, some quick Q&A.


=== Why Python? ===


=== Why Python? ===
Most people familiar with this language will tell you it's fun!  Python aims to be simple but powerful, and very accessible to beginners.  This tutorial would probably be much harder without it. We insist that you install/use Python 2.7 and go through at least the first parts of the [http://docs.python.org/tutorial/ Python Tutorial]. This tutorial will be much easier if you've experimented with the language first. Remember that the [http://docs.python.org/library/index.html Python Library Reference] is your friend -- the standard library has everything you might need and when programming you should be ready to search it for help on any unknown function you might encounter.


Anyone familiar with this language will tell you it's fun! This tutorial would probably be much harder without it. We recommend that you install Python 2.6 and go through at least the first parts of the [http://docs.python.org/tutorial/ Python Tutorial]. This tutorial will be much easier if you experimented with the language first. Remember that the [http://docs.python.org/library/index.html Python Library Reference] is your friend -- the standard library has everything you might need and when programming you should be ready to search it for help on any unknown function you might encounter.
<center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C" width="60%"><tr><td><center>
This tutorial is for <b>Python 2 only</b>, and it is strongly recommended you use the latest Python 2.7 release.


If you choose to use earlier versions of Python 2, you may encounter problems you need to overcome.<br/>
If you choose to use Python 3, be aware this tutorial is not compatible with it and you are on your own. (See "other languages" below.)
</center></td></tr></table></center>


=== Why libtcod? ===
=== Why libtcod? ===


If you haven't seen it in action yet, check out the [http://doryen.eptalys.net/libtcod/features/ features] and [http://doryen.eptalys.net/libtcod/projects/ some projects] where it was used successfully. It's extremely easy to use and has tons of useful functions specific to RLs.
If you haven't seen it in action yet, check out the [https://bitbucket.org/libtcod/libtcod/wiki/Features features] and [http://roguecentral.org/doryen/projects-2/ some projects] where it was used successfully. It's extremely easy to use and has tons of useful functions specific to RLs.
 
 
 
== '''Graphics''' ==
 
== Setting it up ==
 
Ok, now that we got that out of our way let's get our hands dirty! If you haven't yet, [http://www.python.org/download/ download and install Python 2.6]. Other versions may work but then you'd have to smite any incompatibilities (though they shouldn't be too many). Then [http://doryen.eptalys.net/libtcod/download/ download libtcod] and extract it somewhere. If you're on Windows, the choice between the Visual Studio and Mingw version shouldn't matter since we're using Python.
 
Now to create your project's folder. Create an empty file with a name of your choice, like ''firstrl.py''. The easiest way to use libtcod is to copy the following files to your project's folder:
* ''libtcodpy.py''
* ''libtcod-mingw.dll'' or ''libtcod-VS.dll'' on Windows, ''libtcod.so'' on Linux
* ''SDL.dll'' on Windows, ''SDLlib.so'' on Linux
* A font from the ''fonts'' folder. We chose ''celtic_garamond_10x10_gs_tc.png''.
 
== Showing the @ on screen ==
 
This first part will be a bit of a crash-course. The reason is that you need a few lines of boilerplate code that will initialize and handle the basics of a libtcod window. And though there are many options, we won't explain them all or this part will really start to drag out. Fortunately the code involved is not as much as in many other libraries!
 
First we import the library. The name ''libtcodpy'' is a bit funky (sorry Jice!) so we'll rename it to just ''libtcod''.
<pre>import libtcodpy as libtcod</pre>
 
Then, a couple of important values. It's good practice to define special numbers that might get reused. Many people capitalize them to distinguish from variables that may change.
<pre>SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
LIMIT_FPS = 20</pre>
 
Now, something libtcod-specific: we're going to use a custom font! It's pretty easy. libtcod comes bundled with a few fonts that are usable right out of the box. Remember however that they can be in different '''formats''', and you'll need to tell it about this. This one is "grayscale" and using the "tcod layout", that's why it ends with ''_gs_tc''. If you wanna use a font with a different layout or make your own, the [http://doryen.eptalys.net/data/libtcod/doc/1.4.2/console/console_set_bitmap_font_size.html docs on the subject] are really informative. You can worry about that at a later time though. Notice that the size of a font is automatically detected.
<pre>libtcod.console_set_custom_font('celtic_garamond_10x10_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)</pre>
 
This is probably the most important call, initializing the window. We're specifying its size, the title (change it now if you want to), and the last parameter tells it if it should be fullscreen or not.
<pre>libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)</pre>
 
For a real-time roguelike, you wanna limit the speed of the game (frames-per-second or FPS). If you want it to be turn-based, ignore this line.
<pre>libtcod.sys_set_fps(LIMIT_FPS)</pre>
 
Now the main loop. It will keep running the logic of your game as long as the window is not closed.
<pre>while not libtcod.console_is_window_closed():</pre>
 
For each iteration we'll want to print something useful to the window. If your game is turn-based each iteration is a turn; if it's real-time, each one is a frame. Here we're setting the text color to be white. [http://doryen.eptalys.net/data/libtcod/doc/1.4.2/color/index.html There's a good list of colors you can use here], along with some info about mixing them and all that. The zero is the console we're printing to, in this case the screen; more on that later.
<pre>    libtcod.console_set_foreground_color(0, libtcod.white)</pre>
 
Don't forget the indentation at the beginning of the line, it's extra-important in Python. '''Make sure you don't mix tabs with spaces for indentation!''' This comes up often if you copy-and-paste code from the net, and you'll see an error telling you something about the indentation (that's a pretty big clue right there!). Choose one option and stick with it.
 
Now print a string, left-aligned, to the coordinates (1,1). Once more the first zero specifies the console, which is the screen in this case. Can you guess what that string is? No, it doesn't move yet!
<pre>    libtcod.console_print_left(0, 1, 1, libtcod.BKGND_NONE, '@')</pre>
 
At the end of the main loop you'll always need to present the changes to the screen. This is called ''flushing'' the console and is done with the following line.
<pre>    libtcod.console_flush()</pre>
 
Ta-da! You're done. Run that code and give yourself a pat on the back!
 
Here's the complete code so far:
<pre>
import libtcodpy as libtcod
 
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50


LIMIT_FPS = 20 #20 frames-per-second maximum
If you're using Windows, download either the Win32 or x64 build [https://bitbucket.org/libtcod/libtcod/downloads from bitbucket]. Various samples are prebuilt and included, and can be used to both experiment with the various features and see what is possible.


For other platforms, you're going to have to compile them yourself.  Maybe someone who owns a MacOS machine might compile builds for the libtcod project?


libtcod.console_set_custom_font('celtic_garamond_10x10_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
=== Other languages ===


libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
There are no known versions of this tutorial for other programming languages than Python, for libtcod 1.6.0. However, you can hop back to [http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod&oldid=43255 the tutorial for 1.5.1] and find some option there to work from.


libtcod.sys_set_fps(LIMIT_FPS)
[http://rogueliketutorials.com/ Here] you'll find completed ports, one for Python 3 and libtcod (revising this tutorial "with good coding practices kept in mind from the beginning") and another for Python 3 and TDL, created by [https://www.reddit.com/user/TStand90 /u/TStand90] for r/roguelikedev [https://www.reddit.com/r/roguelikedev/wiki/python_tutorial_series Tutorial Tuesday 2017].


while not libtcod.console_is_window_closed():
A separate work-in-progress port of this tutorial for Python 3 and tdl (a pythonic cffi port of libtcod) can be found [http://www.roguebasin.com/index.php?title=Roguelike_Tutorial,_using_python3%2Btdl here].
   
    libtcod.console_set_foreground_color(0, libtcod.white)
   
    libtcod.console_print_left(0, 0, 0, libtcod.BKGND_NONE, '@')
   
    libtcod.console_flush()
</pre>


==Start the tutorial==


== Moving around ==
Follow the first link to get started!


That was pretty neat, huh? Now we're going to move around that @ with the keys!


First, we need to keep track of the player's position. We'll use these variables for that, and take the opportunity to initialize them to the center of the screen instead of the top-left corner. This can go just before the main loop.
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 1|Part 1: Graphics]]'''
<pre>playerx = SCREEN_WIDTH/2
*: Start your game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys.
playery = SCREEN_HEIGHT/2</pre>


There are functions to check for pressed keys. When that happens, just change the coordinates accordingly. Then, print the @ at those coordinates. We'll make a separate function to handle the keys.
<pre>def handle_keys():
    global playerx, playery
   
    #movement keys
    if libtcod.console_is_key_pressed(libtcod.KEY_UP):
        playery -= 1
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        playery += 1
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        playerx -= 1
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        playerx += 1</pre>


Done! These are the arrow keys, if you want to use other keys here's a [http://doryen.eptalys.net/data/libtcod/doc/1.4.2/console/keycode_t.html reference] (pay attention to the Python-specific notes).
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 2|Part 2: The object and the map]]'''
*: This introduces two new concepts: the generic object system that will be the basis for the whole game, and a general map object that you'll use to hold your dungeon.


While we're at it, why not include keys to toggle fullscreen mode, and exit the game? You can put this at the beginning of the function.
<pre>    key = libtcod.console_check_for_keypress()
   
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        #Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
       
    elif key.vk == libtcod.KEY_ESCAPE:
        return True  #exit game</pre>


Notice a subtle difference here. The ''console_is_key_pressed'' function is useful for real-time games, since it checks if a key is pressed with no delays. ''console_check_for_keypress'', on the other hand, treats the key like it's being typed. So after the first press, it will stop working for a fraction of a second. This is the same behavior you see when you type, otherwise pressing a key would result in you typing 3 or 4 letters! It's useful for all commands except movement, which you usually want to react as soon as possible with no delays, and continue for as long as you press the movement keys.
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 3|Part 3: The dungeon]]'''
*: Learn how to code up a neat little dungeon generator.


Now here's an important thing: you can use that first line to distinguish between real-time and turn-based gameplay! See, ''console_check_for_keypress'' won't block the game. But if you replace it with this line:
<pre>    key = libtcod.console_wait_for_keypress(True)</pre>


Then the game won't go on unless the player presses a key. So effectively you have a turn-based game now.
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 4|Part 4: Field-of-view and exploration]]'''
*: Display the player's field-of-view (FOV) and explore the dungeon gradually (also known as fog-of-war).


Now, the main loop needs to call this function in order for it to work. If the returned value is True, then we "break" from the main loop, ending the game. The inside of the main loop should now look like this:


<pre>    #handle keys and exit game if needed
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 5|Part 5: Preparing for combat]]'''
    exit = handle_keys()
*: Place some orcs and trolls around the dungeon (they won't stay there for long!). Also, deal with blocking objects and game states, which are important before coding the next part.
    if exit:
        break
   
    libtcod.console_set_foreground_color(0, libtcod.white)
    libtcod.console_print_left(0, playerx, playery, libtcod.BKGND_NONE, '@')
   
    libtcod.console_flush()</pre>


One more thing! If you try that, you'll see that moving you leave around a trail of little @'s. That's not what we want! We need to clear the character at the last position before moving to the new one, this can be done by simply printing a space there. Put this just before ''exit = handle_keys()''.
<pre>    libtcod.console_print_left(0, playerx, playery, libtcod.BKGND_NONE, ' ')</pre>


Looks good, doesn't it? A note for those that want a turn-based RL: you'll notice that the @ is not displayed until you press the first key. This is because the game blocks before even printing the first frame! You'll need to add ''first_time = True'' before the main loop, and change the part that calls ''handle_keys'' to:
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 6|Part 6: Going Berserk!]]'''
*: Stalking monsters, fights, splatter -- need we say more?


<pre>    if not first_time:
        exit = handle_keys()
        if exit:
            break
   
    first_time = False</pre>


Here's a rundown of the whole code.
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 7|Part 7: The GUI]]'''
*: A juicy Graphical User Interface with status bars and a colored message log for maximum eye-candy. Also, the infamous "look" command, with a twist: you can use the mouse.


<pre>
import libtcodpy as libtcod


#actual size of the window
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 8|Part 8: Items and Inventory]]'''
SCREEN_WIDTH = 80
*: The player gets to collect ("borrow") items from the dungeon and use them, with a neat inventory screen. More items added in the next part.
SCREEN_HEIGHT = 50


LIMIT_FPS = 20  #20 frames-per-second maximum


* '''[[Complete Roguelike Tutorial, using python+libtcod, part 9|Part 9: Spells and ranged combat]]'''
*: The player's strategic choices increase exponentially as we add a few magic scrolls to the mix. Covers damage and mind spells, as well as ranged combat.


def handle_keys():
    global playerx, playery
   
    key = libtcod.console_check_for_keypress()  #real-time
    #key = libtcod.console_wait_for_keypress(True)  #turn-based
   
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        #Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
       
    elif key.vk == libtcod.KEY_ESCAPE:
        return True  #exit game
   
    #movement keys
    if libtcod.console_is_key_pressed(libtcod.KEY_UP):
        playery -= 1
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        playery += 1
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        playerx -= 1
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        playerx += 1


* '''[[Complete Roguelike Tutorial, using python+libtcod, part 10|Part 10: Main menu and saving]]'''
*: A main menu complete with a background image and the ability to save and load the game.


#############################################
# Initialization & Main Loop
#############################################


libtcod.console_set_custom_font('celtic_garamond_10x10_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 11|Part 11: Dungeon levels and character progression]]'''
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
*: Let the player venture deeper into the dungeon and grow stronger, including experience gain, levels and raising stats!
libtcod.sys_set_fps(LIMIT_FPS)


playerx = SCREEN_WIDTH/2
playery = SCREEN_HEIGHT/2


#first_time = True  #for turn-based games
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 12|Part 12: Monster and item progression]]'''
*: Deeper dungeon levels become increasingly more difficult! Here we create tools for dealing with chances and making them vary with level.


while not libtcod.console_is_window_closed():
   
    libtcod.console_print_left(0, playerx, playery, libtcod.BKGND_NONE, ' ')
   
    #handle keys and exit game if needed
    #if not first_time:  #for turn-based games
    exit = handle_keys()
    if exit:
        break
   
    #first_time = False  #for turn-based games
   
    libtcod.console_set_foreground_color(0, libtcod.white)
    libtcod.console_print_left(0, playerx, playery, libtcod.BKGND_NONE, '@')
   
    libtcod.console_flush()
</pre>


* '''[[Complete Roguelike Tutorial, using python+libtcod, part 13|Part 13: Adventure gear]]'''
*: Swords, shields and other equipment can now help the player by granting hefty bonuses. The bonus system can also be used for all kinds of magics and buffs!


== Generalizing ==




== '''Levels''' ==
==Extras==


The code includes a simple algorithm, it's just a sequence of rooms, each one connected to the next through a tunnel. The overlaps make it look more complex than may be apparent at first though.
Some stuff that is entirely optional and didn't make it in; check this out if you finished the tutorial and are looking for some modifications and improvements to your game -- some are easy, others are more advanced.




----
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#A neat Python shortcut for Notepad++|A neat Python shortcut for Notepad++]]'''
<center><h1>'''Missing sections'''</h1></center>
*: For Notepad++ users, how to set up a shortcut to help you debugging.


Here are some quick guidelines for the next sections. Remember the goal is to create a RL that feels complete, but with minimal fluff so anyone can do it. The sections are not set in stone, they're open to debate and will surely go through many changes. One important thing to note is that we shouldn't worry about making the absolutely coolest RL ever, it's nice to leave some blanks deliberately for the reader to fill in (things that are simple enough but by not extending them to the fullest potential we're reducing the tutorial size and motivating the reader to want to change something).
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Old-school wall and floor tiles|Old-school wall and floor tiles]]'''
*: Using characters in tiles, without getting weird graphical glitches. This is actually very simple.


== '''Stats''' ==
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Real-time combat|Real-time combat]]'''
*: A speed system to change the tutorial's turn-based combat to real-time!


HP/Attack/Defense, for both the player and every monster. (I'm sure this is one of those areas where a beginner would love to tinker and it's pretty easy to add other stats.)
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Mouse-driven Menus|Mouse-driven menus]]'''
*: Add basic mouse support to your menus!


* '''[[Complete Roguelike Tutorial, using python+libtcod, extras scrolling code|Scrolling maps]]'''
*: Placeholder page for the scrolling map code. Tutorial text will be written soon.


== '''Items''' ==
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Creating a Binary|Creating a Binary]]'''
*: Package and deliver your game the nice way!


Additive HP/Attack/Defense modifiers when worn. A string determines its class. Can equip one item of every class (weapon, armor, helmet...). Item screen with drop and use options (use equips/dequips stuff). (Should be relatively easy in python at least, where list support is awesome.)
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#A* Pathfinding|A* Pathfinding]]'''
*: A good pathfinding system


* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Using Graphical Tiles|Using Graphical Tiles]]'''
*: An alternative to solid colors or ASCII graphics


== '''Combat''' ==
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#BSP Dungeon Generator|BSP Dungeon Generator]]'''
*: Binary Space Partitioning Dungeon Generator


Damage = Attack - Defense, or something. Would be cool to have a special graphical effect tied to wands and staffs (which would just be weapons with different names).
==Credits==


Code and tutorial written by Jo&atilde;o F. Henriques (a.k.a. Jotaf). Thanks go out to George Oliver for helping with the layout, sections rearrangement, and syntax highlighting; Teddy Leach for his text reviews; and all the folks in the libtcod forums for their valuable feedback!


== '''AI''' ==
The most active place to discuss this tutorial, or libtcod in general, is the [https://www.reddit.com/r/roguelikedev/ roguelikedev subreddit].  Post if you're stuck, to show your own project, or just to say hi.  It's always cool to get some feedback on the tutorial, and hear about other roguelikes in development.  Also, past discussions can either be found in the old [http://roguecentral.org/doryen/forum/index.php?board=20.0 libtcod/Python forum] or the old [http://roguecentral.org/doryen/forum/index.php?topic=328.0 forum on this tutorial].


Cast ray to player, if unblocked move towards, if near it, attack.
[[Category: Developing]]

Latest revision as of 01:25, 14 September 2017

This tutorial is for libtcod 1.6.0 and above.

If you would prefer to do the tutorial for an older version of libtcod, you can get there through one of the links below. Be aware that the only way to get bug fixes, is by upgrading to the latest version. There are no bug fix releases of older versions.

For libtcod version 1.5.1, here is the older version of this tutorial.
For libtcod version 1.5.0, here is the older version of this tutorial.


Short introduction

Welcome!

Welcome to this tutorial! As you probably guessed, the goal is to have a one-stop-shop for all the info you need on how to build a good Roguelike from scratch. We hope you find it useful! But first, some quick Q&A.

Why Python?

Most people familiar with this language will tell you it's fun! Python aims to be simple but powerful, and very accessible to beginners. This tutorial would probably be much harder without it. We insist that you install/use Python 2.7 and go through at least the first parts of the Python Tutorial. This tutorial will be much easier if you've experimented with the language first. Remember that the Python Library Reference is your friend -- the standard library has everything you might need and when programming you should be ready to search it for help on any unknown function you might encounter.

This tutorial is for Python 2 only, and it is strongly recommended you use the latest Python 2.7 release.

If you choose to use earlier versions of Python 2, you may encounter problems you need to overcome.
If you choose to use Python 3, be aware this tutorial is not compatible with it and you are on your own. (See "other languages" below.)

Why libtcod?

If you haven't seen it in action yet, check out the features and some projects where it was used successfully. It's extremely easy to use and has tons of useful functions specific to RLs.

If you're using Windows, download either the Win32 or x64 build from bitbucket. Various samples are prebuilt and included, and can be used to both experiment with the various features and see what is possible.

For other platforms, you're going to have to compile them yourself. Maybe someone who owns a MacOS machine might compile builds for the libtcod project?

Other languages

There are no known versions of this tutorial for other programming languages than Python, for libtcod 1.6.0. However, you can hop back to the tutorial for 1.5.1 and find some option there to work from.

Here you'll find completed ports, one for Python 3 and libtcod (revising this tutorial "with good coding practices kept in mind from the beginning") and another for Python 3 and TDL, created by /u/TStand90 for r/roguelikedev Tutorial Tuesday 2017.

A separate work-in-progress port of this tutorial for Python 3 and tdl (a pythonic cffi port of libtcod) can be found here.

Start the tutorial

Follow the first link to get started!


  • Part 1: Graphics
    Start your game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys.


  • Part 2: The object and the map
    This introduces two new concepts: the generic object system that will be the basis for the whole game, and a general map object that you'll use to hold your dungeon.




  • Part 5: Preparing for combat
    Place some orcs and trolls around the dungeon (they won't stay there for long!). Also, deal with blocking objects and game states, which are important before coding the next part.



  • Part 7: The GUI
    A juicy Graphical User Interface with status bars and a colored message log for maximum eye-candy. Also, the infamous "look" command, with a twist: you can use the mouse.


  • Part 8: Items and Inventory
    The player gets to collect ("borrow") items from the dungeon and use them, with a neat inventory screen. More items added in the next part.


  • Part 9: Spells and ranged combat
    The player's strategic choices increase exponentially as we add a few magic scrolls to the mix. Covers damage and mind spells, as well as ranged combat.





  • Part 13: Adventure gear
    Swords, shields and other equipment can now help the player by granting hefty bonuses. The bonus system can also be used for all kinds of magics and buffs!


Extras

Some stuff that is entirely optional and didn't make it in; check this out if you finished the tutorial and are looking for some modifications and improvements to your game -- some are easy, others are more advanced.


  • Real-time combat
    A speed system to change the tutorial's turn-based combat to real-time!
  • Scrolling maps
    Placeholder page for the scrolling map code. Tutorial text will be written soon.

Credits

Code and tutorial written by João F. Henriques (a.k.a. Jotaf). Thanks go out to George Oliver for helping with the layout, sections rearrangement, and syntax highlighting; Teddy Leach for his text reviews; and all the folks in the libtcod forums for their valuable feedback!

The most active place to discuss this tutorial, or libtcod in general, is the roguelikedev subreddit. Post if you're stuck, to show your own project, or just to say hi. It's always cool to get some feedback on the tutorial, and hear about other roguelikes in development. Also, past discussions can either be found in the old libtcod/Python forum or the old forum on this tutorial.