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

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m (removed emphasis on python being too much for beginners :P)
(restructured into four sections for tutorial)
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* '''[[Complete Roguelike Tutorial, using python+libtcod, part 1|Part 1: Graphics]]'''
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 1|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. This will also introduce the generic object system that will be the basis for the whole game.
*: Start your game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys.


* '''[[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. 


* '''[[Complete Roguelike Tutorial, using python+libtcod, part 2|Part 2: The Dungeon]]'''
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 3|Part 3: The dungeon]]'''
*: Code a map system, field-of-view (FOV) and exploration, rounding it up with a neat little dungeon generator.
*: Learn how to code up a neat little dungeon generator.
 
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 4|Part 4: Field-of-view and exploration]]'''
*: Now create field-of-view (FOV) and the concept of exploration.  





Revision as of 06:09, 21 January 2010

Hi there!


This is a work-in-progress collab effort by a small group of developers to create a Python+libtcod tutorial.

It's by no means finished, but the first parts are available now.


Complete Roguelike Tutorial, using Python+libtcod


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 recommend that you install Python 2.6 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.


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.



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.



Missing sections

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).


  • Stats

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.)


  • Items

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.)


  • Combat

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).


  • AI

Cast ray to player, if unblocked move towards, if near it, attack.