Articles

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(Line of sight, field of vision: Added a link to feld of view article I'm writing)
m (Line of sight, field of vision: Removed reference to 'An efficient observation algorithm' and put it into Field of View.)
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* [[Ray-Ttracing Field-Of-View Demo]]
 
* [[Ray-Ttracing Field-Of-View Demo]]
 
* [[A Bucket Of LOS]]
 
* [[A Bucket Of LOS]]
* [[An Efficient Observation Algorithm]]
 
 
* [[Computing LOS for Large Areas]]
 
* [[Computing LOS for Large Areas]]
 
* [[Extremely fast simplified LOS]]
 
* [[Extremely fast simplified LOS]]

Revision as of 04:45, 27 April 2007

This is a listing of articles, arranged by subject.

Articles under "design" will help the developer make decisions about gameplay. Articles under "implementation" will help with algorithm design, and offer various methods of implementing features. Headings are arranged in a general chronological order of development. Large lists of ideas (items, spells, themes, etc.) are in bold.

Contents

Development

Fundamentals

Project management

Roguelike developments are complicated projects to handle; if you have weak goals, the project will slip out of your control and its success may be compromised.

Game modification

Communities

Design

Setting, story, and mood

Roleplaying

Dungeon features, terrain

Combat

Magic

Religion

Interface

Game ideas

Ideas for roguelikes are posted regularly on rgrd, but over time are forgotten. In an attempt to preserve the more interesting ideas these pages were created:

Implementation

Programming languages

The best language for your roguelike is the one you know well (or want to learn).

Portability

Extensibility

Map

Combat

AI

Line of sight, field of vision

Magic

Graphics

Sound

Time management

Useful algorithms and code

Game reviews

May give some idea of what people like and don't like in other games.

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