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@kierdavis
Created July 20, 2012 23:04
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Sketchpad for some Roguelike game
ASCII grid based (but not necessarily restricted to the command-line)
Steampunk/industrial theme
Base library: SDL (https://github.com/banthar/Go-SDL)
Available colours:
These are the 16 standard colours available to the command line (termbox, ANSI escapes etc).
"Proper" (but more complex) libraries like SDL can use more colours but we want to restrict it
to these to keep it simple and retro.
Black
Dark red
Dark green
Brown
Dark blue
Purple
Turquoise
Light gray
Dark gray
Light red
Light green
Yellow
Light blue
Pink
Cyan
White
See http://en.wikipedia.org/wiki/ANSI_escape_code#Colors for more.
FYI if we use a platform with RGB colours instead (e.g. SDL) I will use the "xterm" RGB values.
Levels consist of randomly generated rooms - one room is shown at a time
Entities in the levels are single ASCII characters. They can include:
* Characters/players - generally symbols, light colours only if important
* Items/treasure/drops - generally lowercase letters, light colours
* Enemies/bosses - generally uppercase letters, non-light colours
@ - character
light green & flashing: player
other colours: other characters (but try to stick to darker colours like blue, purple, green to
keep the focus on the player)
$ - random amount of money
brown (copper): 1 - 3
white (silver): 1 - 5
light yellow (gold): 1 - 10
k - key
light red, light yellow, light green, light blue: open various doors in the level
(listed from weaker to stronger:)
R - rat
yellow: neutral
red: hostile
green: friendly
Most enemies start out neutral, turn hostile when they see the player and return to neutral when they lose
sight of the player.
@kierdavis
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You can edit this online, make whatever changes you want. When we've got enough ideas together I'll set up a proper repo for the code

@kierdavis
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Also, see https://gist.github.com/3153789

It's the code for my original Roguelike game that I started writing a couple of days ago - don't worry too much about the specifics, but you can have a look at the level generation code if you want (I'll probably reuse the method of generating the doorways of new rooms based on the existing doorways, ensuring that we do not break the laws of physics)

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