A roguelike game using procedural map generation.
First, install required packages using apt
:
sudo apt install -y cmake libxrandr-dev libxinerama-dev \
libxcursor-dev libxi-dev mesa-common-dev libgl1-mesa-dev \
libgles2-mesa-dev
Also you need to install emsdk
manually:
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
Then, run this commands to build project:
emcmake cmake -S . -B build -DPLATFORM=Web
cd build
make
emrun packer.html --no_browser --port=8080 --kill_start
After the emrun
command, it will be worked automatically on your
browser.
- RLEJam
- Raylib Cheatsheet
- http://www.roguebasin.com/index.php/Basic_BSP_Dungeon_generation
- https://eskerda.com/bsp-dungeon-generation/
- https://gamedevelopment.tutsplus.com/tutorials/how-to-use-bsp-trees-to-generate-game-maps--gamedev-12268
- https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux
- https://github.com/thebracket/roguelike-celebration-2020
- https://varav.in/archive/dungeon/
- https://www.reddit.com/r/roguelikedev/comments/6df0aw/my_implementation_of_a_bunch_of_dungeon_algorithms/
- https://www.davideaversa.it/blog/random-maps-with-cellular-automata/ (If we choose cellular automata to generate the levels, it should be iterated at least 10 times for a well generated map.)
- https://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664
- http://roguebasin.com/?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels
- https://medium.com/@yvanscher/cellular-automata-how-to-create-realistic-worlds-for-your-game-2a9ec35f5ba9
- http://www.roguebasin.com/index.php/Articles
- https://www.albertford.com/shadowcasting/
- https://www.youtube.com/watch?v=slTEz6555Ts
- https://www.youtube.com/watch?v=F7kYCCgVlTU
- https://www.youtube.com/watch?v=u62b52xGiF0&t=4s
- https://www.youtube.com/watch?v=fnFj3dOKcIQ
- https://github.com/tcoxon/metazelda
- (Map - [8x8 = tile size, 16 tilex16 tile = map size ?]) - https://dribbble.com/shots/4168845-1-bit-mockup?utm_source=Pinterest_Shot&utm_campaign=pixelartm&utm_content=1+bit+mockup&utm_medium=Social_Share
- (Map - Can we make procedurally generated maps instead of dungeons rooms and corridors using cellular automata or something like that ?) - https://twitter.com/LootBndt/status/1426670883037401091
- (Map) - https://pixeljoint.com/pixelart/110803.htm
- (Map & Art-style) - https://tr.pinterest.com/pin/37295503154697948/
- (Map & Art-style) - https://zapchi.itch.io/2-bit-roguelike-tileset
- (Art-style) - https://coryschmitz.tumblr.com/post/95785006897/set-of-posters-for-sirvos-award-winning-video
- (Art-style) - https://mrmotarius.itch.io/miniadventures
- (Art-style) - https://twitter.com/LootBndt/status/1366889553894727686
- (Art-style) - https://twitter.com/LootBndt/status/1462207845106130946/photo/1
- (Art-style) - https://twitter.com/LootBndt/status/1459148475409514499/photo/1
- (Art-style) - https://twitter.com/LootBndt/status/1458173293278769154
- (Menu art-style) - http://oldcomputers.net/pics/grid-screen-1.jpg
- (In game icons) - https://itch.io/queue/c/1574970/game-assets?game_id=145784
- (Generation algorithm idea) - https://gamedev.stackexchange.com/questions/47917/procedural-house-with-rooms-generator
- (Porklike tutorial series) - https://www.youtube.com/playlist?list=PLea8cjCua_P3LL7J1Q9b6PJua0A-96uUS
- (Porklike tutorial pico8 bbs post) - https://www.lexaloffle.com/bbs/?tid=33121
- (Roguelike dev resources) - https://github.com/marukrap/RoguelikeDevResources
- mockups (matrix)
- dungeon/room generation (porklike) (matrix)
- state management (goedev)
- player stats
- items
- inventory or limited item slots
- mobs
- include audio files (goedev)
- turn-based movement (goedev)
- carriage movement (cutter) (goedev)
- web export
- create project structure
- +1 point if you use the C programming language
- +1 point for -Werror -Wfloat-conversion -Wpedantic
- +1 point for -std=c99
- +1 point for reaching 2000 lines of code in a single file.
- +1 point if you use any of the following:
- Raylib (Highly Recommended for folks new to C)
- SDL2 (Recommended for people wanting to do more engine building)
- OpenGL (Recommended for people wanting to do even more engine building)
- Vulkan (Only the insane would use this for a jam... like heroseh)
- +1 point for each of these elements from the game Rogue that you use in your game:
- Grid based world (the player doesn't have to be fixed to a grid)
- Ascii bitmap graphics, limited to 256 glyphs
- Turn-based gameplay
- Has dungeons (a series of connected rooms)
- Visible player/ally stats (attack, defense etc)
- +1 point for open sourcing your game
- +1 point for streaming your development 3 times on twitch
- +1 point for posting about your game on the Discord server or Twitter using #rlejam