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Roguelike source code review project

(C) Risto Saarelma 2013

The plan: Study major and not-so-major open source roguelikes and write articles about interesting implementation details and how they solve the common problems in roguelike development.

The notes are somewhat opinionated. I'll be trying to think of better ways to do things or comment on later improvements in design if I can think of some.

Game notes

Question list:

  • What are the main data structures?
  • What is the overall program flow starting from the main function like?
  • What are the source code files and what do they deal with?

  • How do you tell whose turn to act it is?
  • How are creature speeds and changing the speed handled?
  • Can events be scheduled to happen in future?

  • How are save games implemented?

  • What's the map representation like?
  • How are mobs and items found on the map?
  • How do ranged effects work?
  • How do area effects work?
  • How does runtime map alteration work?
  • How does FOV work?
  • Is there a map memory? Can it handle the map changing outside FOV?
  • How does illumination work?
  • Is there pathfinding? How does it work?

  • How does level generation work?
  • Is there an easy way to plug in different generators? How do you choose between them?
  • Are there vaults? How are they specified? How are they placed on the map during map generation?
  • How do you pick open spots to spawn items and mobs? What if there isn't an open spot left?
  • Do you spawn monster bands?

  • How are item and mob types specified?
  • How do you decide which items to generate on level?
  • How are mobs or items generated and destroyed?
  • Are there status effects? How do you determine what they do? (Eg. confusion)
  • Is player conduct and kill lists tracked?
  • How does the mob AI work?
  • Can you get mob infighting?
  • Can you get pets?
  • Can monsters have inventories?
  • Can the player be stealthy? What makes the monsters pay attention?

  • How is item randomization implemented?
  • How does the player inventory work?
  • How do equipment slots work?
  • How do you calculate the player stats modified by equipment?
  • Are there containers?
  • Is there item stacking? How does it work?

  • What kind of stat system is used?
  • What kind of score system is used?

  • How are the messages formatted?
  • How is the UI done?
  • What's the console backend like?

  • Is there polymorph? How does is work?
  • Is there wishing? How does it work?
  • How does invisibility work?

  • How would you add new monsters or items?
  • How would you add new effects or spells?
  • How would you add other new rules?

  • What's particularly clever?
  • What's particularly ugly?

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Code reviews of open source roguelike games

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