We're currently trying to build a roguelike game to improve our C++ skills. Eventually it may be in a state to play, at the moment we really only have the very basic systems in place.
- Finite, random world generation
- Interactive and semi-persistent population
- Many different types of dungeons and enemies
- Some sort of combat system or something
- Sea travel
- Large cities
- Linux (for now)
- SDL
To try it for yourself, clone the repository and generate your own configure script:
git clone https://github.com/schiem/roguelike.git
cd roguelike
autoreconf --install
./configure
make
Now with documentation! Check it out over at github pages. Many thanks to doxygen.
It's been quite a while since we've contributed to this project. Let's get the ball rolling again!
We want to come up with a more finite list of things that this game sets out to accomplish so we at least have a direction we can work towards for an MVP.
For the basics of a playable game:
- Character creation screen
- Adding a start state (pick where you want to go, start with X/Y equipment)
- Progression system
- Way to obtain/buy/sell goods
In addition, we've also discussed and are revamping the purpose--since we need a narrower focus to be able to continue to work on it. The new focus is:
This is a homesteading esque game. You will pick a location to embark, with limited supplies, and will try to find a way to build a shelter and survive for as long as you can. The most basic systems for this will be:
- Protection from the elements; being outdoors in harsh weather conditions without proper equipment will be very bad for your character
- Getting a food supply; being able to create your own food will be necessary to begin exploring
- Deal with random encounters; NPCs or enemies may find your dwelling, and you may need to fight them off
- Trade goods in town; towns and cities will have a plethora of shops where you can exchange your goods
Although this scope seems limited, once we have those in place we should have a playable game that we can start expanding other systems into.