gruid
reflector
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gruid
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RoguelikeDev Does The Complete Roguelike Tutorial - Week 1
I'll be doing the tutorial in python3 again so I don't get bogged down by language details, but I also considered trying out Go+gruid.
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Sharing Saturday #454
I started out using the Symmetric Shadow Casting algorithm provided by the RL lib I am using (https://github.com/anaseto/gruid) and soon managed to get something on the screen by using the HSV color space (https://imgur.com/kfXldLa).
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Sharing Saturday #416
Base game library is gruid , which is a game library build around grids which is absolutely perfect for rougelikes. I am also pretty into the ECS way of building games, coming from rust I have tried SPECs, Legion, and even Bevy (although bevy is a full fledge game library build around ECS).
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Sharing Saturday #352
Gruid Repository
- Gruid: a cross-platform grid-based UI framework with tcell, SDL2 and js drivers using an Elm-inspired architecture
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Sharing Saturday #351
Gruid Repository
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Trystans AsciiPanel in Go
You can try gruid. It should now be ready for use, as harmonist as been completely ported (not released a stable version yet, but the development version is playable. The library supports the terminal, SDL and the browser. I would gladly appreciate feedback on other using the library.
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Sharing Saturday #350
Gruid Repository
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Roguelike in Go Tutorial
Have you considered using gruid? Even if you don't use the UI stuff (though it has roguelike-friendly features, such as replay), you could still use the paths and rl packages, that offer several pathfinding algorithms (including A* and its optimisation for grid-based games JPS), two field of view algoritms (including the new symmetric shadow casting, recently added into libtcod too), parametrable cellular automata map generation, vault manipulation and an event queue (to schedule effects). I would gladly welcome feedback using the library.
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Sharing Saturday #346
Gruid Repository
reflector
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[2022 in RoguelikeDev] Reflector: Laser Defense
Reflector: Laser Defense itch.io | GitHub | @mmakesgames
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Sharing Saturday #396
Reflector: Laser Defense (itch.io|twitter|blog|github) Roguelike base-building in an hour
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Recommendation for someone who likes CDDA? Something that is focused on base building (building a farm, mining, hoarding resources) but has decent combat.
I recommend my own game Reflector: Laser Defense but with a big caveat: it is much more puzzle-like and less simulationist than CDDA. Everything has a 1hp. The core mechanic is about reflecting and manipulating laser beams.
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Rot js drawing at arbitrary positions?
Like some others, I use rot.js for some map gen and rng but for rendering I use a different library, pixi, which let's me use particles and animations. It's kinda messy, but you can browse my code here https://github.com/mscottmoore/reflector (src/lib/renderer)
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Roguelikes where tiles represent bigger regions?
My game, Reflector: Laser Defense, sort of fits the description, but it might be at slightly smaller scale than you're looking for. A single tile in Reflector represents a big enough area for an entire building, or entire farm. You can't zoom in any closer.
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Sharing Saturday #366
Reflector: Laser Defense | play now | twitter
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Sharing Saturday #353
Took a break from working on Reflector to participate in the 7DRL jam, this time with a couple collaborators: u/Lemunde doing the sprites and other art, and u/brightbone63 composing music and making sfx. I'll save my main write-up for the dedicated thread, but I'm really happy with how it came together. It was a rush at the end, and I'm not confident in the late-game balance, but it feels like a complete game.
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Turn-based city builder a good idea?
I'm working on a turn-based base builder, Reflector: Laser Defense. There's an emphasis on tactical combat, the specific mechanics of which really wouldn't work well in real time (with or without pause). There's production and resource management as well, which works mostly how you describe. I think it works out alright, though it's sometimes confusing. Give it a try and let me know if you have any questions!
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Sharing Saturday #351
scifi roguelike basebuilder | play now | code | blog | @mscottmooredev
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7DRL 2021 Brainstorming
If you want something with a little less magic, pixi.js is a good option. I believe phaser uses it under the hood. I use it to render the map in my game (non-map UI uses React). You can browse my messy Typescript code here. That said, for the 7DRL perhaps the extra magic of phaser will be nice.
What are some alternatives?
Ebiten - Ebitengine - A dead simple 2D game engine for Go
wally-fov - Shadow-casting field-of-view algorithm with support for walls along tile edges
dear-imgui-unity - Unity package for Dear ImGui
Cataclysm - A post-apocalyptic roguelike. New features relative to C:Whales are scheduled for after 0.2.0, the savefile breaking release.
ECS - A templated, single-file header only Entity Component implementation.
ranviermud - A node.js based MUD game engine
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
innit - A roguelike game where you play a micro organism inside a larger organism!
rust-rl - a roguelike in rust using rltk/bracket-lib
wcomf - Here you'll find the newest versions of my game, Weird Caves of Mediocre Fun.
Axes-Armour-Ale - A fantasy, ASCII dungeon crawler for Windows, Linux & OSX