python-tcod-ecs
GodotRoguelikeTutorial
python-tcod-ecs | GodotRoguelikeTutorial | |
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3 | 6 | |
14 | 247 | |
- | - | |
8.5 | 0.0 | |
9 days ago | about 4 years ago | |
Python | GDScript | |
MIT License | MIT License |
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python-tcod-ecs
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RoguelikeDev Does The Complete Roguelike Tutorial Starting July 4th 2023
I'll probably have a lot to say about the Python tutorial as it progresses. I'll likely talk about the most recent deprecations in Python-tcod and how to rewrite entities using tcod-ecs.
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Sharing Saturday #460
tcod-ecs | GitHub (with examples)
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Sharing Saturday #459
Not much news with libtcod itself, but I've continued to mess with Python ECS stuff. I think I've done the most I can do with the EC objects, so now I need to store entities in a global registry to support more complex tasks. Mainly things involving ECS queries. The current experiment is here. I'm not focused on performance, my current code is very dictionary heavy. In theory I can later add code to optimize queries based on usage.
GodotRoguelikeTutorial
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Why creating Nodes in Godot instead of just Scripts?
I'm currently following the sidebar's Godot tutorial , since I'm totally new to engines such as Unreal, Godot or Unity. i'm way more used to the "good old way", i.e. I program everything myself.
- RoguelikeDev Does The Complete Roguelike Tutorial Starting July 4th 2023
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Why does this tutorial use so many separate scripts to fill in strings?
I'm working my way through this tutorial on setting up the basics of a roguelike tile system. Throughout the tutorial, the writer uses separate scripts to fill in basic string names, and I'm not clear on why this is necessary. For instance, in chapter 4:
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RoguelikeDev Does The Complete Roguelike Tutorial - Week 6
But I ended up going to /u/Bozar42 Godot Roguelike tutorial (https://github.com/Bozar/GodotRoguelikeTutorial/wiki) because I feel the freedom a game engine, with this new Design Pattern (ECS), and procedural thinking, will give me the tools I'm looking for.
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Trying to figure out where to start
My personal recommendation is Godot, it has visual scripting if you want to try that route. I was trying out making tile-based worlds for a roguelike before I decided to go textbased for the tutorial series this sub is doing right now. To get started right away, I'd recommend the Godot tutorial listed here.
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RoguelikeDev Does The Complete Roguelike Tutorial - Week 2
A nice feature of this project so far is that everything is condensed. I checked out the godot tutorial before going my own path. Right now the scene is four nodes with a single script governing everything.
What are some alternatives?
Cataclysm - A post-apocalyptic roguelike. New features relative to C:Whales are scheduled for after 0.2.0, the savefile breaking release.
roguelike-tutorial - Following http://rogueliketutorials.com/ ...but with Scala and Indigo.
RSRevived
libtcod-tutorials
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
shanes_time_tunnel - r/RoguelikeDev Does the Complete Roguelike Tutorial. This is my follow along
MSBuild - The Microsoft Build Engine (MSBuild) is the build platform for .NET and Visual Studio.
Rust_RL - A Reinforcement Learning / Neural Network library, written in Rust.
esper - An ECS (Entity Component System) for Python
Dyskrasia - A humorism-inspired roguelike
roguelikev2
game-jam-template - HaxeFlixel game jam template with automated HTML5 build deployment to GitHub Pages