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An As-Yet Untitled Roguelike

Making a video about making a roguelike! The master branch has the bleeding edge code. If you want to get the code for a specific video, clone a release branch. Each release branch contains the state of the code at the end of a video.

Video 1 - Player Movement

Implemented cell-by-cell movement. This took a little long (~1hr) because I wanted to implement a message queue system. This will help in the long run and was required for later on. Features implemented in this video:

  • Player input using the cursor keys
  • Animated movement of the player's sprite from one cell to another in the cardinal directions (North, South, East and West)
  • Message queue to send messages, events and commands

Video 2

Features implemented in this video:

  • Fix a problem with moving - you can move more than once which meant that the player could sometimes land between squares
  • Fix sprites transparency
  • Collision detection for impassable objects and treasure chests
  • Step counter - Added a player manager to measure some metrics. Something to build upon. Like...
  • Item chest - Kinda. The treasure chest manager is in, and as per the player manager is something to build on

Video 3

Features implemented in this video:

  • Fix collision detection (thanks to Mustafa and Micaiah for pointing out the issue)
  • Fix for treasure chest multi-hit (thanks to Mustafa for pointing out the issue)
  • Abstract the hit system out of Locomotion
  • Static NPC for attacks
    • Some kind of basic hit point system

Video 4

  • Basic inventory system (melee and range weapons)
    • How many items can you carry? (SLOTS)
    • Player stats system
      • Melee attack strength
      • Range attack strength
      • Defensive strength (shields
      • Hit points (health) - 10
    • Weapons e.g. range, melee and shields i.e. Equipment uses items from your inventory
      • Equipped / unequipped
        • Equipped slots
        • Main hand, offhand, shield
    • Consumables e.g. food
      • When you use it applies a certain effect on your character
        • e.g. drink potion, gets +1 melee attack bonus for 1min
          • Buff and then a de-buff
        • e.g. Adds +1 to health
      • Is removed from inventory on use
  • Buff / de-buff weapons & equipment (i.e. hit, shield etc.)
  • Abstract input
  • Status bar text e.g. You are overburdoned?
  • Abstract movement - are we moving in 2d or 3d. Doesn't matter as far as the game is concerned

Video 5

  • Designing map in Tiled and bringing that data into the game
  • Added serialization classes to pull in the data from Tiled's JSON format object
  • Creating a tilemap object in Unity and addition collision detection for the player
  • Having to offset the map generation because tiles are from top-left and not centred

Video 6

  • Mapping the layer data in Tiled to objects in Unity
  • Moving the generate dungeon out of the tilemap render script

Things to Implement

  • Debug info?
  • --Input & movement--
  • --Commands for movement, save, etc.--
  • --Events for well, events--
  • Player stats
  • Debug overlay
  • Map structure / format / display
  • Level generation
  • Collisions
  • Objects; treasure chests, keys
  • Random encounters
  • Monsters
  • Data files vs. hard-coded lookup tables
  • Magic
  • Tuning
  • Shop keepers
  • Citizens

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An as-yet untitled roguelike

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