Roguelike

作者 gamedev-skillsd4b0e35550c5無授權條款1.3K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫11 天前更新

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

AI 產生的概覽

打造回合制網格 Roguelike 遊戲的指南,涵蓋程序化地牢、視野、永久死亡與掉落表。

功能
這個技能是針對 Roguelike 與 Roguelite 遊戲的設計與實作指南。它定義核心單局循環與必備系統:以能量為基礎的回合排程器、帶撞擊攻擊的網格移動、含連通性檢查的程序化地牢生成、含已探索記憶的視野、戰鬥與實體、加權掉落表、永久死亡與選用性的元進度,以及訊息記錄介面。它也列出設計調整項、常見陷阱,以及可搭配組合的技能(生成、圖磚地圖、AI、存檔、介面),並附上一份關於生成、視野與掉落的參考文件。
適用情境
適用於打造回合制、網格制的地牢探索遊戲,其中死亡會結束本局並重新生成世界,也包含具元進度的 Roguelite。它也用於設計程序化地牢、戰爭迷霧視野、永久死亡風險或掉落表。不適用於帶有 Roguelike 外觀的即時動作遊戲,也不適用於沒有永久死亡的深度屬性、任務與對話系統。
執行需求
不需要指令碼或工具,僅為說明性內容。它引用一份隨附的參考文件,內容涉及地牢生成、視野與掉落表,並假定使用具備可設定種子隨機數、圖磚地圖支援與存檔處理的引擎或語言。

Roguelike

A playbook for roguelikes — the turn engine, procedural dungeons, field-of-view, permadeath, and run economy. This is a compositional skill: it orchestrates procedural generation, tilemaps, save handling, and AI into a run-based game. It does not re-teach noise/RNG or tilemap APIs; it defines the loop and the systems that make a run compelling.

When to use

  • Use when building a turn-based, grid-based dungeon crawler where each death ends the run and the world is regenerated — a roguelike or "roguelite" (with meta-progression).
  • Use when designing procedural dungeons, FOV/fog-of-war, permadeath stakes, or loot tables.

When not to use: real-time action with roguelike dressing → build the action genre (platformer/fps-shooter) and layer procedural-gen. Deep stats/quests/dialogue without permadeath → rpg. Open-world needs/crafting → survival-crafting.

What makes it a roguelike (design anchor)

The community reference is the Berlin Interpretation (RogueBasin, IRDC 2008): a set of "roguelikeness" factors, not a checklist. The high-value ones are the design targets: random environment generation, permadeath, turn-based, grid-based, non-modal (all actions in one mode), complexity (many item/monster interactions), resource management, hack-and-slash, and exploration & discovery. Lean into these to feel roguelike; pick which to keep deliberately. "Roguelite" usually relaxes permadeath with meta-progression.

Core loop

Take a turn (move / fight / use) → the world resolves its turn → see new state → descend / loot / survive → die and restart with a fresh dungeon. Replayability comes from the world changing each run, not the player memorizing a fixed layout.

Must-have systems

  1. Turn scheduler — energy/initiative system so fast actors act more often (Pattern 2).
  2. Grid map + movement — tile coordinates; bump-to-attack; blocked/walkable queries.
  3. Procedural dungeon generator — rooms + corridors, or BSP/cellular; guarantee connectivity.
  4. Field of view + explored memory — what's visible now vs. seen-before (Pattern 3 / refs).
  5. Combat + entities — HP, attack/defense, status; monsters obey the same rules as the player.
  6. Loot + drop tables — weighted, depth-scaled item/monster spawning (refs).
  7. Permadeath + (optional) meta-progression — wipe the run; persist only unlocks/score.
  8. Message log + clear UI — the player reasons from text/state; surface numbers and events.

Design knobs

KnobEffectNotes
Dungeon size / room countrun length, densityScale with depth.
Connectivity guaranteeno unreachable roomsAlways verify reachability after generation.
Monster density / depth curvedifficulty rampSpawn by depth-weighted table.
Loot rarity weightspower varianceRarer = bigger swing; identify adds discovery.
FOV radius / lightingtension, informationSmaller radius = scarier, slower.
Resource scarcity (food/HP/ammo)pressure to descendCore tension lever in classic RLs.
Permadeath vs meta-progressionrun stakes vs. retentionRoguelite softens the wall.
Identification / unknownsexploration valueUnidentified items reward experimentation.
Seedable RNGdaily runs, debuggingAlways allow a fixed seed (see procedural-gen).

Patterns

1. Deterministic, seedable run RNG

python
# Pseudocode. One seeded RNG per run makes dungeons reproducible (daily runs, bug repro).run_seed = chosen_seed or random_seed()rng = Rng(run_seed)                 # use your engine's seedable RNG, not global randomdungeon = generate_dungeon(rng, depth)   # same seed + depth => same dungeon# Persist run_seed in the save so a crash can resume the same world (see save-systems).

2. Energy-based turn scheduler (speeds differ)

python
# Pseudocode. Each actor gains energy each tick and acts when it has enough.# Faster actors gain more per tick, so they act more often — no fixed "player then enemies".TURN_COST = 100def next_actor(actors):    while True:        for a in actors:                 # stable order avoids ties favoring one side            a.energy += a.speed          # e.g. speed 100 = normal, 150 = hasted            if a.energy >= TURN_COST:                a.energy -= TURN_COST                return a                 # this actor takes exactly one action now

3. Field of view + explored memory

python
# Pseudocode. Recompute visibility from the player each time they move.visible = compute_fov(map, player.pos, radius=8)   # symmetric shadowcasting (see refs)for cell in visible:    explored.add(cell)                  # remember it forever (dim "fog of war")# Render: visible -> lit; explored-but-not-visible -> dim; never-seen -> hidden.

Use a proven FOV algorithm (recursive shadowcasting or symmetric shadowcasting). Do not roll a naive raycast-per-cell — it produces asymmetric, "blinking" vision. See refs.

Pitfalls / failure modes

  • Disconnected dungeons → rooms the player can't reach. Always run a connectivity/flood-fill pass and carve corridors until every walkable cell is reachable.
  • Naive FOV → vision that flickers or is asymmetric (you see them, they don't see you). Use shadowcasting; test symmetry.
  • Real-time loop pretending to be turn-based → input races and double-moves. Resolve one discrete turn at a time; queue input.
  • Flat difficulty → no descent pressure. Scale monsters/loot by depth and keep resources scarce.
  • Permadeath that wipes meta-unlocks → frustration. Separate run state (wiped) from profile state (unlocks, scores) when saving (see save-systems).
  • Save-scumming a "permadeath" game → delete or invalidate the run save on load if you want true permadeath; keep only the profile.
  • Unreadable state → the player can't plan. Show HP, turn results, and a message log.

Composition (build it from these skills)

  • Generation: procedural-gen (noise, seeded RNG, dungeon/room algorithms) — the engine of replayability.
  • Map rendering: godot-tilemap / unity-tilemap-2d for the grid; level-design for set-piece rooms/vaults.
  • Enemies: game-ai for monster decision-making (often simple on a grid: seek/flee/patrol).
  • Persistence: save-systems for run-resume, profile/meta-progression, and true permadeath wipes.
  • Scripting/data: godot-resources / unity-scriptableobjects to define items, monsters, and drop tables as data.
  • UI: godot-ui-control for the message log, inventory, and HUD.
  • Feel: game-feel for hit/death juice — screen shake and hit-stop that sell impacts on a turn-based grid.

References

  • For dungeon-generation algorithms (rooms-and-corridors, BSP, cellular automata, connectivity), FOV (shadowcasting), and weighted loot/spawn tables, read references/generation-fov-loot.md.

來源與署名

來源:gamedev-skills/awesome-gamedev-agent-skills位於skills/genres/roguelike提交d4b0e35

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