r/roguelikedev

Image 1 — Working on a high resolution, hand painted tileset, looking for feedback
Image 2 — Working on a high resolution, hand painted tileset, looking for feedback

Working on a high resolution, hand painted tileset, looking for feedback

Hello, these last few months i was working on procedurally generated tactical rpg inspired by fire emblem, but ended up scrapping it.

However i already had a few assets done and i feel it would be a waste to just throwing them into the bin.

So i'm thinking about repurposing the existing assets into a more traditional roguelike style (basically removing the blue/red color coding from characters) the picture in the post also shows the dungeon tileset i was working on and the overworld/worldmap tileset, so it could be used for games with both dungeons and a worldmap like adom, tome, etc...

So, far i only know of a single existing tileset for angband that is somewhat similar in style (high res and handpainted) so i want to gather some feedback before i keep working on this on move on to something else.

I don't have any project i could use it for so i would probably make it free or cheap on itch or something, but it could be cool to finish it and see it used in someone else game.

So, does it look interesting or something you would want to use?

u/Upper_Flan_1286 — 12 hours ago
▲ 112 r/roguelikedev+2 crossposts

Angband, but Moddable

I’ve been quietly working on an Angband project, and I figured this was probably the right place to finally share it.

I’ve been playing Moria and Angband since the early days and have put thousands of hours into them over the years. Angband is one of those games that has followed me through several computers and phases of life.

So when I started this project, I was pretty determined not to “fix” the game I already loved.

It’s called Neo Angband, and it’s a TypeScript port of Angband 4.2.6. Technically, it is Angband 4.2.6, just with mods.

The goal for the unmodded game is straightforward: be Angband exactly. This isn’t intended to be a rebalance or a modern reinterpretation.

What has changed is the technology around it:

  • It runs directly in a browser.
  • It can be installed as a Progressive Web App.
  • There are desktop builds for Windows, macOS, and Linux (via Electron).
  • It’s completely open source.
  • It has a first-class mod system.

Mods live separately from the core game and can be installed from a repository URL or ZIP, and desktop users also get a normal mods folder.

I’ve made four example mods so far covering bug fixes, a few quality-of-life additions, a new graphical tile system, and a Borg player (WIP).

But the larger reason I built the mod system is that I’d really like this to become something others can play around with and create new stuff, not just something I maintain by myself.

I’d love to see other longtime Angband players, modders, and developers start experimenting with it. New content, different mechanics, interface ideas, graphics, automation, weird variants… whatever somebody feels inspired to make.

I don’t know what all of those mods would be, and that’s exactly the part that excites me. I’d love to be blown away by the things people come up with.

The nice thing is that we don’t have to choose between preservation and experimentation. The unmodded game can stay Angband 4.2.6 while mods are free to go wandering off into the depths.

It’s currently an alpha, so there are still some minor bugs and rough edges. I’m sure I’ve missed a few subtle differences from the original too. If you try it and notice something odd, or just have an idea about how something could work better, I’d really like to hear it.

And if you’ve ever wanted to change or add something to Angband yourself, I’d love to know how the modding side feels to you.

You can reach me here or on Discord (aragorn_son_of_arathorn).

Try it out:
https://neostryder.github.io/neo-angband/

Source / downloads / docs:
https://github.com/neostryder/neo-angband

Mostly, this has been a labor of love for a game I’ve been playing for a very long time. I’m hoping some other people who love it will find something here worth building on.

u/neostryder — 1 day ago

RoguelikeDev Does The Complete Roguelike Tutorial - Week 3

Keep it up folks! It's great seeing everyone participate.

This week is all about setting up a the FoV and spawning enemies

Part 4 - Field of View

Display the player's field-of-view (FoV) and explore the dungeon gradually (also known as fog-of-war).

Part 5 - Placing Enemies and kicking them (harmlessly)

This chapter will focus on placing the enemies throughout the dungeon, and setting them up to be attacked.

Of course, we also have FAQ Friday posts that relate to this week's material.

Feel free to work out any problems, brainstorm ideas, share progress and and as usual enjoy tangential chatting. :)

reddit.com
u/KelseyFrog — 1 day ago
▲ 146 r/roguelikedev+1 crossposts

Caribbean Prospector — a terminal piracy roguelike inspired by Magellan’s ProspectorRL

Hey r/roguelikes,

Caribbean Prospector is a turn-based piracy roguelike set in the 1669 West Indies, inspired by Magellan’s Prospector: open-ended captaincy, moved from space to the Caribbean.

You trade between ports with prices that move when merchant convoys dock, take quests, and fight broadside battles. Grapple a ship and the fight moves to a top-down deck map where your actual crew crosses the planks with you. Kill her captain and the crew strikes; captured ships can join your fleet under one of your own officers. Ashore you forage, mine, dig up treasure, and catalogue wildlife for the Royal Society. Retire rich or go down with the ship.

Five careers, three difficulties up to Ironman, seeded worldgen. Plays in any terminal, or in its own window when launched from Steam. Full controller and Steam Deck support.

Free on itch (Linux/Win/Mac): https://at10ti0n.itch.io/caribbean-prospector

Disclosure: a lot of the code was written with AI assistance (Claude). The design and playtesting are mine, and all screenshots are real gameplay. Wanted that said up front.

Happy to answer anything.

u/at10ti0n — 5 days ago

Sharing Saturday #636

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays

reddit.com
u/Kyzrati — 5 days ago

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2

Congratulations for making it to the second week of the RoguelikeDev Does the Complete Roguelike Tutorial! This week is all about setting up the map and generating a dungeon.

Part 2 - The generic Entity, the render functions, and the map

Create the player entity, tiles, and game map.

Part 3 - Generating a dungeon

Creating a procedurally generated dungeon!

Of course, we also have FAQ Friday posts that relate to this week's material

Feel free to work out any problems, brainstorm ideas, share progress, and as usual enjoy tangential chatting. :)

reddit.com
u/KelseyFrog — 8 days ago
▲ 112 r/roguelikedev+1 crossposts

Dipping My Toes Into Roguelike Dev: Drunk Walk Cave Gen

For my first roguelike project I'm working on proc-gen. As a data scientist, random walks are attractive to me. In time series analysis we use random walks with drift to characterize some phenomena like stock market fluctuations. I added "momentum" as a parameter to help give the walker drift, which creates corridors.

I'm using Golang because...

  1. I've written Python for money for like 8 years now and it's boring me
  2. Golang ships a binary so in theory my outputs can run anywhere.
  3. It's pretty dang quick while still handling garbage collection for you.
  4. For terminal based tools the ecosystem is incredibly mature. Many of the best modern terminal tools are written in go.

I put the code in GitHub if you would like to play with it yourself!

Might do a YouTube walk through if anyone is interested. Let me know.

https://github.com/PigsEyedea/drunkardwalk

u/ADatabaseSpiritual — 10 days ago

Newbie struggling with room content vs balance

I am not new to development or RPGs but am new to game dev and building roguelikes. I’m having fun with my prototype but I’m struggling with the order I’m building things. I’ve found myself going down rabbit holes of trying to balance things way too early , but it also sometimes seems that without some semblance of balance , I can’t lock in a core game loop that feels good. I am trying to start very traditional and turn based as well so I’m not exactly in uncharted territory.

For example, I’ve played around a lot with proc gen and my map style. My game is themed around exploration of a city at night where different blocks are different dungeon floors. For the basic map I’m using BSP with WFC to help add variety to the rooms.

But what happens is I have a nice large map with 20 or so rooms, but during my playtests, I sometimes will go to 3 or 4 rooms in a row with nothing in them and it feels frustrating. (Maybe this is just part of the genre lol)

So it’s like, I could make less rooms, or bigger rooms, but what if I like the amount of rooms and want more content in them? And if I don’t want more enemies or treasure than I’m dangerously close to introducing new content and balance to solve a problem and potentially cause a whack a mole of other balance problems.

I know this isn’t supposed to be easy, but I guess my main question is how have people solved exploration feeling boring until you get to a fight or a drop/chest?

reddit.com
u/dualrectumfryer — 12 days ago

Sharing Saturday #635

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays

reddit.com
u/Kyzrati — 12 days ago

Game Balancing

How do you actually catch balance regressions?

I've been going in circles on this and I'm curious how other people handle it.

The specific failure I keep hitting: I change a scaling formula or add a new weapon archetype, everything looks fine in isolation, and then three weeks later I find out that some mid-tier item outperforms things it shouldn't at a level band I never manually checked. The curve looked fine on a graph. The problem was the interaction with crit/attack speed/enemy resist, not the curve itself.

So my questions:

  1. Do you actually simulate time-to-kill across level bands, or do you eyeball curves and playtest?

  2. If you simulate: is it a spreadsheet, a throwaway script, an in-engine tool you built, or something off the shelf?

  3. Has anyone here ever "paid" for a tool that helped with this? Asset store, SaaS, anything. Genuinely curious whether this is a "we all just build our own" situation.

Not selling anything, I'm trying to work out whether the tooling I keep wanting to build already exists or whether everyone just accepts the spreadsheet.

(Context: solo dev, RPG, currently on a Google Sheet with more tabs than I'd like to admit.)

reddit.com
u/Novel_Character_7343 — 12 days ago
▲ 39 r/roguelikedev+1 crossposts

Feedback Friday #67 - Sunlorn

Thank you /u/Tesselation9000 for signing up with Sunlorn

Download for Windows here: https://tesselation9000.itch.io/wander

Tesselation9000 says:


Sunlorn is a game about traveling the world and exploring deep dungeons, with strong influences from Nethack, Larn, Brogue and DCSS. The game is heavily focused on having a rich, interactive environment and leans hard on using procedural generation. Not only are levels randomly generated, but the world map, the number and types of locations you visit, and the game objectives themselves vary with every run. My vision is to build a game that gives you a different adventure each time you play. There is a dynamic lighting system, fire that spreads, rivers that flow, clouds of mist or poisonous gas that slowly diffuse, and a sky that cycles between night and day.

Sunlorn has a lightweight character build system. There are no experience levels, classes or skill trees. The primary way of advancing your character is just by increasing their six attributes (the usual D&D six-pack: strength, constitution, dexterity, intelligence, wisdom and charisma) by collecting magical statonia flowers scattered across the world.

Presently, you can build a character from one of four human nations. This choice does not affect your statistics, but influences things like your starting area, how other species perceive you and what gods are available to you. There are eight religions you can find in game that will grant special powers to their followers. There is also a large number of potions, scrolls, wands and other items.

I recommend starting with the tutorial before jumping into the full game. If anyone is able to make it past the first three levels of the starter dungeon, I'd really like to hear about it. After that point, the game hasn't been playtested enough to balance out. Actually, what would be REALLY cool is if anyone would like to volunteer to let me watch them play a run.

It's only available for Windows at this time, I'm afraid.

Leave your feedback here, or you can email me at sunlorn@gmx.ca

Thanks!


Other members interested in signing up for FF in future weeks can check the sidebar link for instructions.

u/Kyzrati — 13 days ago

My modern take on traditional roguelikes

I've been working on HexCrawler for about two years now. It's heavily inspired by games like Tales of Maj'Eyal and Dungeon Crawl Stone Soup, but I've been trying to experiment with a few parts of the traditional roguelike formula.

The first big change is the hexagonal grid. Besides giving movement and positioning a richer sense of directionality (three axes instead of two) . Character orientation also matters in combat.

https://i.redd.it/r0hk3s74e2ih1.gif

The second is that you control a party of three characters rather than a single character. To make that work without turning combat into a standard "everyone takes one turn" system, actions use Time Units (TU). Every action has a base TU cost, but that cost can be modified by character stats, equipment and other effects.

So a fast character might attack or move several times while a slower character is still recovering from a heavy action. You're effectively managing three independent timelines rather than cycling through three fixed turns.

The last major difference is presentation. I'm trying to keep the systems and decision-making of traditional roguelikes while using fully animated pixel-art characters, enemies and abilities.

https://i.redd.it/438cdwh6g2ih1.gif

I'm curious to know what you think, do you think this game bring fresh enough features that you might be interested?

u/Beautiful-Ad9982 — 12 days ago

Good ways to get playtester feedback?

I could benefit from some player feedback in the future on my project, I uploaded a project on itch.io years ago that didn't get many plays (understandably since it was more of beginner generic project).

reddit.com
u/MercyFalls93 — 13 days ago
▲ 15 r/roguelikedev+1 crossposts

Looking for a small group of indie devs to regularly playtest each other's games

Hi everyone!

I'm an Indie currently working on a roguelike, and I’m looking to form a small group of indie game developers who are interested in regularly playtesting each other’s games.

The idea is to keep the group small so we can all get focused and high quality feedback. Ideally, we’d form long term relationships where we can help each other improve through development. This group is going to be focused on roguelikes and mechanics driven games.

If you’re working on a roguelike or another mechanics heavy game and this sounds like something you’ll be interested in, please comment down below we can continue the discussion from there.

reddit.com
u/Odd_Temperature_1482 — 14 days ago

Help: Prototype got out of hand! Need to learn properly

TL;DR I want to make an ASCII roguelike from scratch, but I'm lost in the sauce with regards to language/engine/libraries etc.

Hey, folks. For the past few weeks I've been dabbling in roguelike development. I managed to cobble together two different prototypes — one in Godot and one in C# using MonoGame + SadConsole. I've learned that I much prefer coding from scratch and that's how I want to proceed. My prototyping quickly got out of hand and I'm now out of my depth. So, I need to start again, learn everything properly, and prove to myself that I can actually build something.

I've been lurking here for a bit and I did check the sidebar for tutorials, but I don't know what I don't know, ya know? There's a lot of options and a lot of different opinions, and I'm a little lost. I'd be happy to continue with MonoGame + SadConsole, but it seems the SadConsole tutorials have disappeared? Is there a newer alternative I haven't found?

My skill level: I'm familiar with HTML, I've been learning C#, and have maybe a vague understanding of Python. I can look at a block of code and probably figure out what it does, but I'm not yet confident putting all the pieces together and making them work.

Why not start with a simpler project? I learn better when I'm interested in the topic. I've tried to learn to code several times over the past 20 years and this is the furthest I've gotten so far. I want to make this game.

Any guidance would be appreciate. Thanks 🙏

reddit.com
u/DeliciousNutritious6 — 13 days ago

Maze Hunter ASCII

https://preview.redd.it/42cdfyubiqhh1.png?width=347&format=png&auto=webp&s=2d8070070d30a211cf35a4921cab947c4140566c

Maze Hunter ASCII is a demake of the classic Master System game "Maze Hunter 3D" (1988). It features a procedurally generated maze full of hostile creatures. The player must navigate through the maze, avoiding or defeating the creatures, in order to find the exit and escape the labyrinth.

While the original game was not a roguelike, this version reimagines it as a minimalist roguelite experience. Each run generates a different maze layout, enemy placement, and exploration path, making every attempt unique. The game keeps the simple arcade spirit of the 1988 release while adding procedural replayability and the tension of starting a new run with each expedition into the labyrinth. No permadeath as the game has a saving system.

reddit.com
u/janos-leite — 14 days ago