Complete Roguelike Tutorial, using python+libtcod
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.
This tutorial is in the process of being converted for libtcod 1.6.0. Use 1.5.1 unless you're a go-getting problem solver.
If you would prefer to do the tutorial for an older version of libtcod, you can get there through one of the links below, or follow at the top of each lesson you can find the link for the older version of the given page.
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.
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 recommend that you install Python 2.7 and go through at least the first parts of the Python Tutorial. (Note for Windows 7 64-bits users: install the 32-bits version, since the 64-bits version of Python seems to cause problems with libtcod.) TODO: Win32 and x64 builds are provided for libtcod, check this is still correct. 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.
The people who contribute Python support prefer Python 2. As there is no-one who has been interested enough to contribute Python 3 support, which would be welcome, Python 2 is the only option at this time. There's also a section on other languages.
A partial, work-in-progress TypeScript port of this tutorial 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 3: The dungeon
- Learn how to code up a neat little dungeon generator.
- 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).
- 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 6: Going Berserk!
- Stalking monsters, fights, splatter -- need we say more?
- 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 10: Main menu and saving
- A main menu complete with a background image and the ability to save and load the game.
- Part 11: Dungeon levels and character progression
- Let the player venture deeper into the dungeon and grow stronger, including experience gain, levels and raising stats!
- 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.
- 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!
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.
- A neat Python shortcut for Notepad++
- For Notepad++ users, how to set up a shortcut to help you debugging.
- Old-school wall and floor tiles
- Using characters in tiles, without getting weird graphical glitches. This is actually very simple.
- Real-time combat
- A speed system to change the tutorial's turn-based combat to real-time!
- Mouse-driven menus
- Add basic mouse support to your menus!
- Scrolling maps
- Placeholder page for the scrolling map code. Tutorial text will be written soon.
- Creating a Binary
- Package and deliver your game the nice way!
- A* Pathfinding
- A good pathfinding system
- Using Graphical Tiles
- An alternative to solid colors or ASCII graphics
- BSP Dungeon Generator
- Binary Space Partitioning Dungeon Generator
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.