Created
July 20, 2012 23:04
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Sketchpad for some Roguelike game
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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. |
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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)