I’ve been working on a roguelike for the past couple of months and now it’s gotten to a point where’s it’s actually playable, although just barely.
A short GIF of the current state:
The main functionality I’ve implemented so far is random map generation, movement, melee combat and stats, weapons, some enemy logic, and tiles. I’m currently working on the menus and inventory, after that the game should be a bare-bones roguelike!
The maps are generated using binary space partitioning. I’ve decided for rectangular maps so there’s no “empty space” like in cave based maps since memory is scarce. The combat is loosely based on D&D style dice throws, just something that works for now. Pathfinding is done with IDA* because of memory restrictions. It works well but takes a lot of tries when the path is “complex” (eg. other room). I’ve limited the range quite a lot because of that, it’s ok though since the screen is small you come in range a bit after the enemies are visible on the screen. To fit the UI on the screen I’m using this great 3x5 font: https://community.arduboy.com/t/3x5-font-for-those-with-good-eyesight/4920
Not sure what the story is going to be like yet, but most likely “climb to the tower’s
n-th floor and defeat the necromancer and return with his
I’ll be posting updates as I go along!