Difference between revisions of "C++"
Shedletsky (talk | contribs) |
(Add Jareth's Labyrinth) |
||
(48 intermediate revisions by 30 users not shown) | |||
Line 1: | Line 1: | ||
C++ (pronounced "see plus plus") is a general-purpose computer programming language. It is a statically typed free-form multi-paradigm language supporting procedural programming, data abstraction, object-oriented programming, and generic programming. | '''C++''' (pronounced "see plus plus") is a general-purpose intermediate-level computer programming language. It is a statically typed free-form multi-paradigm language supporting procedural programming, data abstraction, object-oriented programming, and generic programming. Strictly speaking, C++ is not a superset of [[C]], but for all practical purposes one can consider it thus. | ||
During the 1990s, C++ became one of the most popular commercial programming languages, and it is still widely used today. Recently, however, more modern high-level scripting languages such as [[Python]] and [[Ruby]] are enjoying increasing popularity. | |||
Features introduced in C++ include | ==Differences in C++ from C== | ||
Features introduced in C++ include declarations as statements, function-like casts, <code>new</code>/<code>delete</code>, <code>bool</code>, reference types, <code>const</code>, <code>inline</code> functions, default arguments, function overloading, [[namespace (computer science)|namespaces]], classes (including all class-related features such as inheritance, member functions, virtual functions, abstract classes, and constructors), operator overloading, templates, the <code>::</code> operator, exception handling, and run-time type identification. | |||
C++ also performs more type checking than C in several cases. | C++ also performs more type checking than C in several cases. | ||
Line 11: | Line 13: | ||
Several features of C++ were later adopted by C, including <code>const</code>, <code>inline</code>, declarations in <code>for</code> loops, and C++-style comments (using the <code>//</code> symbol). However, [[C programming language#C99|C99]] also introduced | Several features of C++ were later adopted by C, including <code>const</code>, <code>inline</code>, declarations in <code>for</code> loops, and C++-style comments (using the <code>//</code> symbol). However, [[C programming language#C99|C99]] also introduced | ||
features that do not exist in C++, such as [[variadic macro]]s and better handling of arrays as parameters. | features that do not exist in C++, such as [[variadic macro]]s and better handling of arrays as parameters. | ||
==Design of C++== | ==Design of C++== | ||
Line 23: | Line 18: | ||
In ''The Design and Evolution of C++'' ISBN 0-201-54330-3, Bjarne Stroustrup describes some rules that he uses for the design of C++. Knowing the rules helps to understand why C++ is the way it is. The following is a summary of the rules. Much more detail can be found in ''The Design and Evolution of C++''. | In ''The Design and Evolution of C++'' ISBN 0-201-54330-3, Bjarne Stroustrup describes some rules that he uses for the design of C++. Knowing the rules helps to understand why C++ is the way it is. The following is a summary of the rules. Much more detail can be found in ''The Design and Evolution of C++''. | ||
*C++ is designed to be a statically | * C++ is designed to be a statically typed, general-purpose language that is as efficient and portable as C | ||
*C++ is designed to directly and comprehensively support multiple programming styles ( | * C++ is designed to directly and comprehensively support multiple programming styles (procedural programming, data abstraction, object-oriented programming, and generic programming) | ||
*C++ is designed to give the programmer choice, even if this makes it possible for the programmer to choose incorrectly | * C++ is designed to give the programmer choice, even if this makes it possible for the programmer to choose incorrectly | ||
*C++ is designed to be as compatible with C as possible, therefore providing a smooth transition from C | * C++ is designed to be as compatible with C as possible, therefore providing a smooth transition from C | ||
*C++ avoids features that are platform specific or not general purpose | * C++ avoids features that are platform specific or not general purpose | ||
*C++ does not incur overhead for features that are not used | * C++ does not incur overhead for features that are not used | ||
*C++ is designed to function without a sophisticated programming environment | * C++ is designed to function without a sophisticated programming environment | ||
Line 36: | Line 31: | ||
at Bell Labs). | at Bell Labs). | ||
"''Inside the C++ Object Model''" documents how the C++ compiler converts your program statements into an in-memory layout. | "''Inside the C++ Object Model''" documents how the C++ compiler converts your program statements into an in-memory layout. | ||
==Roguelike Specific Details== | |||
C++ is a great language to write a rogue-like with. It has all the freedom of [[C]], with some additional language features which can make a programmer's life easier (such as templates and classes). | |||
==C++ Roguelikes== | |||
* {{stable}} [[3059]] | |||
* {{defunct}} [[Abura Tan]] | |||
* {{defunct}} [[The Abyss of Nah-Karr]] | |||
* {{alpha}} [[Adeo]] | |||
* {{7DRL}} [[Backwards Gravity]] | |||
* {{7DRL}} [[City of the Condemned]] | |||
* {{stable}} [[Cogmind]] | |||
* {{alpha}} [[CyberRogue]] | |||
* {{stable}} [[Decker]] | |||
* {{stable}} [[Deliantra]] | |||
* {{beta}} [[DemiseRL]] | |||
* {{beta}} [[Doryen arena]] | |||
* {{alpha}} [[Downfall]] | |||
* {{stable}} [[Drakefire Chasm]] | |||
* {{stable}} [[Dragonslayer]] | |||
* {{beta}} [[Dungeon Crawl Stone Soup]] | |||
* {{7DRL}} [[DungeonMinder]] | |||
* {{7DRL}} [[Fatherhood]] | |||
* {{7DRL}} [[The Favored]] | |||
* {{stable}} [[Frozen Depths]] | |||
* {{alpha}} [[Geminum Orbis]] | |||
* {{stable}} [[Get Out!!]] | |||
* {{stable}} [[Grippy Socks]] | |||
* {{stable}} [[Hunger Games]] | |||
* {{beta}} [[Incursion]] | |||
* {{beta}} [[Infra Arcana]] | |||
* {{beta}} [[Into the Dungeon ++]] | |||
* {{stable}} [[IVAN]] | |||
* {{7DRL}} [[Jacob's Matrix]] | |||
* {{stable}} [[Jareth's Labyrinth]] | |||
* {{alpha}} [[Kaduria]] | |||
* {{beta}} [[Labyrinth of Reptoran]] | |||
* {{beta}} [[Lair of the Demon Ape]] | |||
* {{defunct}} [[The Legend of Saladir]] | |||
* {{beta}} [[Letrain]] | |||
* {{7DRL}} [[Letter Hunt]] | |||
* {{stable}} [[Linley's Dungeon Crawl]] | |||
* {{stable}} [[Lost Labyrinth DX]] | |||
* {{7DRL}} [[Magic Monsters]] | |||
* {{alpha}} [[Middlecrest]] | |||
* {{7DRL}} [[Mouse Crawl: Blackheather]] | |||
* {{beta}} [[Nazghul]] | |||
* {{alpha}} [[Papaki]] | |||
* {{alpha}} [[Peleron's Brilliant Rebirth]] | |||
* {{stable}} [[POWDER]] | |||
* {{beta}} [[PrinceVSZombies]] | |||
* {{stable}} [[Rings of Valor]] | |||
* {{beta}} [[Rogue Effect]] | |||
* {{7DRL}} [[Rogue Mercenaries]] | |||
* {{alpha}} [[Roguelike gcs]] | |||
* {{defunct}} [[QuickQuest]] | |||
* {{7DRL}} [[Save Scummer]] | |||
* {{stable}} [[SCOURGE]] | |||
* {{beta}} [[SewerJacks]] | |||
* {{stable}} [[Shadow of the Wyrm]] | |||
* {{beta}} [[Slaves to Armok II: Dwarf Fortress]] | |||
* {{beta}} [[The Wastes]] | |||
* {{alpha}} [[Tale of Arcana]] | |||
* {{stable}} [[The Ground Gives Way]] | |||
* {{7DRL}} [[True God]] | |||
* {{alpha}} [[Underbooks]] | |||
* {{7DRL}} [[Warlock of Firetop Mountain]] | |||
* {{beta}} [[Warlock's Mountain]] | |||
* {{defunct}} [[The Woods of Torbin]] | |||
* {{alpha}} [[X@COM]] | |||
* {{beta}} [[Xenocide]] | |||
* {{7DRL}} [[You Only Live Once]] | |||
* {{alpha}} [[Zaiband]] | |||
== Related Links == | |||
[[Category:Programming languages]] |
Latest revision as of 02:07, 6 December 2024
C++ (pronounced "see plus plus") is a general-purpose intermediate-level computer programming language. It is a statically typed free-form multi-paradigm language supporting procedural programming, data abstraction, object-oriented programming, and generic programming. Strictly speaking, C++ is not a superset of C, but for all practical purposes one can consider it thus.
During the 1990s, C++ became one of the most popular commercial programming languages, and it is still widely used today. Recently, however, more modern high-level scripting languages such as Python and Ruby are enjoying increasing popularity.
Differences in C++ from C
Features introduced in C++ include declarations as statements, function-like casts, new
/delete
, bool
, reference types, const
, inline
functions, default arguments, function overloading, namespaces, classes (including all class-related features such as inheritance, member functions, virtual functions, abstract classes, and constructors), operator overloading, templates, the ::
operator, exception handling, and run-time type identification.
C++ also performs more type checking than C in several cases.
Comments starting with two slashes ("//") were originally part of C's predecessor, BCPL, and were reintroduced in C++.
Several features of C++ were later adopted by C, including const
, inline
, declarations in for
loops, and C++-style comments (using the //
symbol). However, C99 also introduced
features that do not exist in C++, such as variadic macros and better handling of arrays as parameters.
Design of C++
In The Design and Evolution of C++ ISBN 0-201-54330-3, Bjarne Stroustrup describes some rules that he uses for the design of C++. Knowing the rules helps to understand why C++ is the way it is. The following is a summary of the rules. Much more detail can be found in The Design and Evolution of C++.
- C++ is designed to be a statically typed, general-purpose language that is as efficient and portable as C
- C++ is designed to directly and comprehensively support multiple programming styles (procedural programming, data abstraction, object-oriented programming, and generic programming)
- C++ is designed to give the programmer choice, even if this makes it possible for the programmer to choose incorrectly
- C++ is designed to be as compatible with C as possible, therefore providing a smooth transition from C
- C++ avoids features that are platform specific or not general purpose
- C++ does not incur overhead for features that are not used
- C++ is designed to function without a sophisticated programming environment
Please refer to the indepth book on C++ Internals by Stanley B. Lippman
(he worked on implementing/maintaining C-front the original C++ implementation
at Bell Labs).
"Inside the C++ Object Model" documents how the C++ compiler converts your program statements into an in-memory layout.
Roguelike Specific Details
C++ is a great language to write a rogue-like with. It has all the freedom of C, with some additional language features which can make a programmer's life easier (such as templates and classes).
C++ Roguelikes
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Adeo
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` CyberRogue
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Downfall
- stable Drakefire Chasm
- stable Dragonslayer
- βeta Dungeon Crawl Stone Soup
- 7DRL DungeonMinder
- 7DRL Fatherhood
- 7DRL The Favored
- stable Frozen Depths
- ```
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Geminum Orbis
- stable Get Out!!
- stable Grippy Socks
- stable Hunger Games
- βeta Incursion
- βeta Infra Arcana
- βeta Into the Dungeon ++
- stable IVAN
- 7DRL Jacob's Matrix
- stable Jareth's Labyrinth
- ```
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Kaduria
- βeta Labyrinth of Reptoran
- βeta Lair of the Demon Ape
- defunct The Legend of Saladir
- βeta Letrain
- 7DRL Letter Hunt
- stable Linley's Dungeon Crawl
- stable Lost Labyrinth DX
- 7DRL Magic Monsters
- ```
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Middlecrest
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Papaki
- ```
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Peleron's Brilliant Rebirth
- stable POWDER
- βeta PrinceVSZombies
- stable Rings of Valor
- βeta Rogue Effect
- 7DRL Rogue Mercenaries
- ```
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Roguelike gcs
- defunct QuickQuest
- 7DRL Save Scummer
- stable SCOURGE
- βeta SewerJacks
- stable Shadow of the Wyrm
- βeta Slaves to Armok II: Dwarf Fortress
- βeta The Wastes
- ```
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Tale of Arcana
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Underbooks
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` X@COM
{{{name}}} | |
---|---|
Alpha Project | |
Developer | {{{developer}}} |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Released | {{{released}}} |
Updated | {{{updated}}} |
Licensing | {{{licensing}}} |
P. Language | {{{language}}} |
Platforms | {{{platforms}}} |
Interface | {{{interface}}} |
Game Length | {{{length}}} |
[{{{site}}} Official site of {{{name}}}] |
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool.
About Me and This Project
I'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers.
This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting.
Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design.
Description
BrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience.
I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style.
Features
- AI-enhanced storytelling that responds to gameplay events
- Memory system that remembers your journey for contextual descriptions
- Customizable narrator with adjustable personality attributes:
- Core attributes (voice tone, wisdom level, verbosity)
- Thematic tendencies (nature references, metaphor complexity)
- Speech patterns (sentence complexity, archaic language)
- Same great Brogue gameplay you already know and love
Technical Details
My implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency.
The architecture follows this pattern:
[BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)]
I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly.
Current Status
This is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly.
Download
Feedback Welcome
As a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` Zaiband