No FPS is a Roguelike

No FPS is a Roguelike

I've struggled with the concept of merging the roguelike turn-based system with a FPS. Having a turn based on when you fully leave a cell makes the monsters seem jumpy which doesn't make for very nice gameplay. Because I believe turn-based systems are core to roguelikes and first person shooters can't be turned based in a cohesive way, I've dropped the FPS perspective altogether and pulled the camera above the player.

7DRL Day 2

  • Dropped the morphed terrain map for a scene that grows collections of boxes and planes as the map is discovered. Maps can now be infinitely grown

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Building A Modern Roguelike in 2017

Building A Modern Roguelike in 2017

Building games has become easier to do with the increase in quality of tooling and specialization software. The unfortunate side effect is the developer has to become more trained and specialized in a variety of facets in order to maintain competency in the field. Ergo building games is also harder.

This year for the 7DRL competition I've been pretty lazy, which doesn't help much to making deadlines. Setting aside "playing" games for "making" games I decided to finally venture into the competition whole heartedly.

Day 1 (March 8th)

  • I've utilized a generic BSP algorithm to make a map.
  • I've pressed

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Pigeon Hole Stepping

Pigeon Hole Stepping

For 7DRL this year I developed a new map generation algorithm called Pigeon Hole Stepping.

Fill the map with walls

This map generation algorithm relies on negative building techniques. This concept will make more sense as the later steps are explained.

Dig Hallways

Essentially, we can assume that hallways that are parallel to each other are at least the length of a single room and up to two rooms apart in distance. Because of this assumption, we can make a random walker that will move around with this restriction in mind until map is filled completely.

Allocate Rooms

Assuming the

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