This project started out as a small project to experiment with random dungeon generation. Quickly I began to notice that this was a lot of fun to work with and I added a player. And I added some enemies. And I rewrote the map generator. I added turns. Etc etc, until we ended up here! A roguelike game with a random dungeon generator that I am creating purely in javascript on canvas!
By Stefan Weck - 5 August 2014,
- Keep track of the progress on the Development Blog
- Follow me on Twitter
- Email me at contact@stefanweck.nl
Continued by Laans Dole
- Email me at dolelongan@gmail.com
Random Dungeon Generation
Every playthrough will be different because every single map is different! The map generator tries to create new maps that are worth exploring and that encourage you to clear the entire map.
Turn Based Combat
Not only is everything turn based. It is also based on speed. For example, some enemies can act twice while you can only perform one action.
Component Entity System
This system allows me to attach components to entities. Examples of components are: Sprite, CanOpen, CanFight or KeyBoardControl. By combining these components and attaching them to entities I can create almost anything. Do you want to control a door with your keyboard or do you want a magic door that is able to fight? It's all possible.
Fog of War
You want to know what's on the other side of that wall? Go check it out, you don't have X-ray vision to look through walls. A thick fog of war will hide everything that isn't lit up by your torch, allowing enemies to sneak upon to you. Who know what happens in the dark.
Configurable Settings
Currently this only applies to fellow programmers that know their way around the code. But in the future I will let people choose their own settings before they start their playthrough. Ensuring once again a new and fresh experience.
Note: Move the character around with your WASD keys!
Looting
One of the more important parts of the game is being able to loot enemies, chests and other piles of garbage! This means the player should have an inventory to store and use all these items.
Advanced Enemy Behaviour
For now every enemy is very dumb, they just run to you as soon as they see you. If you manage to lose them they will wait in the dark again until you show up. I want more intelligent monsters that flee when hurt, or that cooperate with other monsters to corner you!
Different Types of Rooms
Every room is now a plain old square. I would like to see some more variation in terms of room layouts. Maybe have some rooms where the floor has collapsed or have rooms that are overgrown with grass.
I provide a fully compiled version of the game in the dist
folder. Both plain and minified formats are in there.
v0.6.6
- Implemented PIXI.js as the rendering engine of the game
v0.6.5
- Started with decent version numbering
- Game is now fullscreen
- Seedable random number generator
- Started with the UI
- Converted the whole project to be compatible with Browserify
v0.6.0
- New map generator
- Path finding for enemies
- Major code refactoring
- Added factories to create entities
v4.0
- A component entity system
- Turns
- Interaction with objects, such as doors
- Monsters and enemies!
v0.2.0
- Fog of War!
- Field of view for the player
v0.1.0
- A player that can walk through the dungeon
- A camera with a viewport
- Configurable settings
v0.0.1
- Random Dungeon Generation
- Corridors between the rooms
- Random doors at the end of corridors
I would love for the community to help along with this project. It's already getting a decent sized game and chances are that I overlooked something or could improve something!
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If you find an error or problem report it on GitHub Issues!
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Feel free to fork the repository and propose a pull request!
Do you have great ideas, do you want to contribute or just send me an email. You can reach me by emailing to contact@stefanweck.nl!
This project ( the code ) is licensed under the terms of the MIT license, found in LICENSE.md
The MIT license does not apply to the art used in this project. Please create your own art when using the code from this project.