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Rogue Sandpit

A simple rogue-like game built with Monogame and .net 9. The game features a player character that can move around a grid-based map, collect items, and fight NPCs. The game is designed to be simple and easy to understand, with a focus on the core mechanics of a rogue-like game.

Monogame, .Net9

builds & runs on Mac and Windows

Current Status

  • Player character can move around the map
  • Map is generated with rooms and corridors
  • NPCs do damage to the player if they're adjacent
  • Player can see entire map & NPCs in debug mode
  • Fully turn-based, so NPCs 'pause' until the player makes a move
  • Player can register a 'move' even if they don't actually move (eg, against a wall), so NPCs will then move

Pressing TODOs

  • when in debug mode, hover over a cell to find out what it is (eg Goblin-20, Room-4 etc)
  • investigate better placement of the 'special' tile
  • setting speed to !=1.0 values caused NPCs to stand on each other and warp around too much, look at this
  • clean-up the MapCell and 'occupiedSpaces' kind of stuff into one, simpler approach
  • refactor Player class so it handles it's own moves, knows about Map etc
  • suspect the IsWalkable implementation allows creatures to teleport through walls when rooms are hard-adjacent
  • UI for HP, Damage etc
  • Names & class variation for NPCs - Markov-chain generation of names?
  • Implement the A* and Line-Of-Sight mechanics as per the RogueALike project
  • Player to attack NPCs
  • Loot
  • Graphics!

Controls

  • Arrow keys (WASD will come) to move the player character
  • F1 to toggle debug/map viewer
  • SPACE to generate a new map (effectively restart)
  • ESCAPE to quit the game

Intended Features

  • Exits to be shown inside the room (it's not a bug, it's an undesired feature right now)
  • Player character with movement and combat mechanics
  • Items that can be collected and used
  • NPCs that can be fought and defeated
  • Simple UI with health and inventory displays
  • Some doors require keys to open
  • Other doors may use-up a 'move' to open, so you can't just walk straight through them
  • An inventory system with items that can be equipped and used, a limit on weight/count
  • Something needs to be found & retrieved on the level, make your way back to the starting point

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A scratchpad kind of game

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