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This is an incredibly impressive Roguelike in it's early alpha stage! Is there perhaps anyplan to release a scaled back version of sourcecode/framework? I ask this because I too am a struggling roguelike developer that has been using Roguesharp for a while and I have been banging my head against the wall with my sorry attempts at porting my game to the likes of monogame and sadconsole.

It would mean an awful lot if you could help get basic footing on this endeavor. Sadly, there are very few good online resources for it. I don't want to copy any of your gameplay.

I don't have any plans to release the source code at this time. Basically I use SadConsole to render and build menus, and Roguesharp to do all the fiddly work I didn't want to write myself (FoV, probability/rolling, ICell). The bigger stuff like map generation, game systems, saving, and content I created myself. For what it's worth, I moved into using SadConsole very early into development. The creator of that library is very friendly and can probably answer any questions you have about it. He actually posted in this comment section below!

If you have more specific questions, I might be able to help. Thanks for checking out the game.

I see. How did you learn about saving in a roguelike? That's another subject I rarely see covered online and a feature I would like to fully implement myself.

I used Monogame's IntermediateSerializer library, which I don't really recommend. Look up game serialization, object serialization, etc. Lots of solutions out there. Your goal is to get all the objects you care about saved into like an XML or binary file that you then load into your game later. It is one of the more annoying things to build yourself, though.

No kidding, I have been struggling with it for a while and it's infuriating that their aren't many good tutorials on them. I will just have to persist till I manage to build something acceptable.

Another thing that immediately caught my attention is how in tilemode your tiles are a different size then your text. How is this exactly possible in sadconsole? In theory it should be breaking the gamewindow.

The game is really multiple console objects, and the dungeon map window is really a "viewport" that limits what the player sees. Each console gets its own font, etc. The way I did it is probably different than the way it's done in the current version, since IIRC there were some big changes between major versions. I recommend reaching out to the SadConsole guys and checking out their documentation and demo projects.

Thanks, that's what I needed to know to get started on these two features.