Roguelike Tutorial, using python3+tdl
The tutorial uses tdl version 1.5.3 and Python 3.5 It is a work in progress, and currently only features Parts 1-3
This article is the first part of a series closely based on by Jotaf's excellent Complete roguelike tutorial using python + libtcod ("closely based on" meaning "copy-pasted"). This version is for people who would like to follow the same steps, but use Python 3 along with the tdl module, rather than libtcod.
Lots of the code comes from a script on the tdl maintainers' github page which shows the completed code for the tutorial up to Part 6.
It is hoped that the tutorial will be useful for beginners and people who want to learn how to use to create a simple roguelike video game. It covers both Linux and Windows operating systems.
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 3.5 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 3 only, and it is strongly recommended you use the latest Python 3.5 release.
If you choose to use earlier versions of Python 3, you may encounter problems you need to overcome.
What is tdl?
TDL is a port of the C library libtcod which attempts to make it more “Pythonic.” Unlike libtcod, which closely follows the C code, it uses an object-oriented approach that is more familiar to Python users. It may also have better compatibility with Python 3, and it can easily be installed using Pip.
- Python 2 with libtcod:
- C++ with libtcod:
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
This tutorial is a python 3/tdl "translation," by User:Weilian, of Jotaf's excellent Complete roguelike tutorial using python + libtcod. As this version of the tutorial is incomplete, please see the original for more information. As mentioned above, lots of the code comes from a script on the tdl maintainers' github page.
The most active place to discuss this tutorial 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.