Improving my Roguelike Dungeon generator? [closed]

It’s difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 8 years ago. I am looking to find improvements upon my … Read more

Roguelike Class Structure Makes Everything Effectively Global

A brief rundown of the hierarchy of the game data objects: Configuration – loaded from XML files, has Descriptors, among other things Atlas – has a Configuration, has a CreatureInstance(represents the player’s creature instance), is an associative array of AtlasColumns AtlasColumn – has an Atlas(parent), is an associative array of AtlasCells AtlasCell – has an … Read more

Why do unidentified items seem to solely exist in roguelikes? [closed]

Closed. This question is opinion-based. It is not currently accepting answers. Want to improve this question? Update the question so it can be answered with facts and citations by editing this post. Closed 7 years ago. Improve this question Playing a variety of games I noticed that some concepts are “trapped” in the realm of … Read more

Why are dungeons so often created subtractively rather than additively?

I’m having difficult deciding on how to procedurally generate a dungeon floor. The way I’ve been doing it so far is like so: Populate list of Rooms with random height and width. Place first room in list at (0, 0). Add room to a temporary list of rooms that have been successfully placed. Place next … Read more

Using my pathfinding more efficiently

I’m making a roguelike in C# with the Roguesharp libraries, in which the map can be as large as 200×200 cells. When I have an entity requiring pathfinding, I am using Roguesharp’s built in pathfinding system (which I believe uses a variation on A*, with Manhattan movement instead of orthogonal movement). When I have an … Read more

create a simple tilemap programatically

i am working on a tile roguelike i got some of the basics working using this tutorial http://www.raywenderlich.com/1163/how-to-make-a-tile-based-game-with-cocos2d but i want to be able to create a map programatically instead of using the tiled editor just add a NSArray of sprites/tiles to my CCLayer derived class or something, or should i make use of the … Read more

Designing a weather system for biomes in a roguelike

I’m making a roguelike game similar to dwarf fortress. So far, I have an average temperature map and average yearly precipitation map generated with simplex noise. Now, I’m trying to implement a weather system that seems realistic, as in it rains more often in biomes with higher precipitation rates, but still seems coherent. Some of … Read more