Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod"

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Hi there!
<b>This tutorial is for libtcod 1.6.0 and above.</b>


If you would prefer to do the tutorial for an older version of libtcod, you can get there through one of the links below.  Be aware that the only way to get bug fixes, is by upgrading to the latest version.  There are no bug fix releases of older versions.


This is a '''work-in-progress collab effort''' by a small group of developers to create a [[Python]]/[[libtcod]] tutorial.
For libtcod version 1.5.1, [http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod&oldid=42760 here] is the older version of this tutorial.<br/>
 
For libtcod version 1.5.0, [http://roguebasin.roguelikedevelopment.org/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_1&oldid=29855 here] is the older version of this tutorial.
 
As you probably guessed, there isn't much to look at right now, for the casual reader, but there will when the whole thing is completed!
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----




__TOC__
__TOC__


<center><h1>'''Title: My First RL!'''</h1></center>
== '''Short introduction''' ==


=== Welcome! ===


''A general framework / guideline for the tutorial follows. It's already broken out into a few sections, with a small description for each, but it's by no means set in stone.''
Welcome to this tutorial! As you probably guessed, the goal is to have a one-stop-shop for all the info you need on how to build a good Roguelike from scratch. We hope you find it useful! But first, some quick Q&A.


''Some code for the first parts is available at the end.''
=== Why Python? ===


Most people familiar with this language will tell you it's fun!  Python aims to be simple but powerful, and very accessible to beginners.  This tutorial would probably be much harder without it. We insist that you install/use Python 2.7 and go through at least the first parts of the [http://docs.python.org/tutorial/ Python Tutorial]. This tutorial will be much easier if you've experimented with the language first. Remember that the [http://docs.python.org/library/index.html Python Library Reference] is your friend -- the standard library has everything you might need and when programming you should be ready to search it for help on any unknown function you might encounter.


== '''Graphics''' ==
<center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C" width="60%"><tr><td><center>
This tutorial is for <b>Python 2 only</b>, and it is strongly recommended you use the latest Python 2.7 release.


Single torch, fog-of-war (so it feels like you're actually exploring)
If you choose to use earlier versions of Python 2, you may encounter problems you need to overcome.<br/>
 
If you choose to use Python 3, be aware this tutorial is not compatible with it and you are on your own. (See "other languages" below.)
 
</center></td></tr></table></center>
== '''Levels''' ==
 
<strike>BSP generated dungeons so we can just use what libtcod already has. Town level and shop a bit too much?</strike>
 
The code includes a simple algorithm, it's just a sequence of rooms, each one connected to the next through a tunnel. The overlaps make it look more complex than may be apparent at first though.
 
 
== '''Stats''' ==
 
HP/Attack/Defense, for both the player and every monster. (I'm sure this is one of those areas where a beginner would love to tinker and it's pretty easy to add other stats.)


=== Why libtcod? ===


== '''Items''' ==
If you haven't seen it in action yet, check out the [https://bitbucket.org/libtcod/libtcod/wiki/Features features] and [http://roguecentral.org/doryen/projects-2/ some projects] where it was used successfully. It's extremely easy to use and has tons of useful functions specific to RLs.


Additive HP/Attack/Defense modifiers when worn. A string determines its class. Can equip one item of every class (weapon, armor, helmet...). Item screen with drop and use options (use equips/dequips stuff). (Should be relatively easy in python at least, where list support is awesome.)
If you're using Windows, download either the Win32 or x64 build [https://bitbucket.org/libtcod/libtcod/downloads from bitbucket]. Various samples are prebuilt and included, and can be used to both experiment with the various features and see what is possible.


For other platforms, you're going to have to compile them yourself.  Maybe someone who owns a MacOS machine might compile builds for the libtcod project?


== '''Combat''' ==
=== Other languages ===


Damage = Attack - Defense, or something. Would be cool to have a special graphical effect tied to wands and staffs (which would just be weapons with different names).
There are no known versions of this tutorial for other programming languages than Python, for libtcod 1.6.0.  However, you can hop back to [http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod&oldid=43255 the tutorial for 1.5.1] and find some option there to work from.


[http://rogueliketutorials.com/ Here] you'll find completed ports, one for Python 3 and libtcod (revising this tutorial "with good coding practices kept in mind from the beginning") and another for Python 3 and TDL, created by [https://www.reddit.com/user/TStand90 /u/TStand90] for r/roguelikedev [https://www.reddit.com/r/roguelikedev/wiki/python_tutorial_series Tutorial Tuesday 2017].


== '''AI''' ==
A separate work-in-progress port of this tutorial for Python 3 and tdl (a pythonic cffi port of libtcod) can be found [http://www.roguebasin.com/index.php?title=Roguelike_Tutorial,_using_python3%2Btdl here].


Cast ray to player, if unblocked move towards, if near it, attack.
==Start the tutorial==


Follow the first link to get started!


----


* '''[[Complete Roguelike Tutorial, using python+libtcod, part 1|Part 1: Graphics]]'''
*: Start your game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys.


Following is the code I (Jotaf) came up with, for the above first two parts. Since the first part shouldn't know anything about map generation, it could be replaced by a fixed map, like in the libtcod demo. It's ready to run, give it a try! Put libtcod in the same folder if it's not added to your python installation, and place the font 'celtic_garamond_10x10_gs_tc.png' there. (Or change the code to use another one.)


<pre>
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 2|Part 2: The object and the map]]'''
#!/usr/bin/python
*: This introduces two new concepts: the generic object system that will be the basis for the whole game, and a general map object that you'll use to hold your dungeon.
#
# libtcod python tutorial
#


import libtcodpy as libtcod


# Import Psyco if available
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 3|Part 3: The dungeon]]'''
try:
*: Learn how to code up a neat little dungeon generator.
    import psyco
    psyco.full()
except ImportError:
    pass


#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50


#size of the map
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 4|Part 4: Field-of-view and exploration]]'''
MAP_WIDTH = 80
*: Display the player's field-of-view (FOV) and explore the dungeon gradually (also known as fog-of-war).
MAP_HEIGHT = 45


#parameters for dungeon generator
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30


TORCH_RADIUS = 10
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 5|Part 5: Preparing for combat]]'''
SQUARED_TORCH_RADIUS = TORCH_RADIUS * TORCH_RADIUS
*: Place some orcs and trolls around the dungeon (they won't stay there for long!). Also, deal with blocking objects and game states, which are important before coding the next part.


FOV_ALGO = 0  #default FOV algorithm
FOV_LIGHT_WALLS = True  #light walls or not


LIMIT_FPS = 20  #20 frames-per-second maximum
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 6|Part 6: Going Berserk!]]'''
*: Stalking monsters, fights, splatter -- need we say more?




fov_dark_wall = libtcod.Color(0, 0, 100)
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 7|Part 7: The GUI]]'''
fov_light_wall = libtcod.Color(130, 110, 50)
*: A juicy Graphical User Interface with status bars and a colored message log for maximum eye-candy. Also, the infamous "look" command, with a twist: you can use the mouse.
fov_dark_ground = libtcod.Color(50, 50, 150)
fov_light_ground = libtcod.Color(200, 180, 50)




class Tile:
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 8|Part 8: Items and Inventory]]'''
    #a tile of the map and its properties
*: The player gets to collect ("borrow") items from the dungeon and use them, with a neat inventory screen. More items added in the next part.
    def __init__(self, blocked, block_sight = None):
        self.blocked = blocked
       
        #all tiles start unexplored
        self.explored = False
       
        #by default, if a tile is blocked, it also blocks sight
        if block_sight is None: block_sight = blocked
        self.block_sight = block_sight


class Rect:
    #a rectangle on the map. used to characterize a room.
    def __init__(self, x, y, w, h):
        self.x1 = x
        self.y1 = y
        self.x2 = x + w
        self.y2 = y + h
   
    def center(self):
        center_x = (self.x1 + self.x2) / 2
        center_y = (self.y1 + self.y2) / 2
        return (center_x, center_y)
   
    def intersect(self, other):
        #returns true if this rectangle intersects with another one
        return (self.x1 <= other.x2 and self.x2 >= other.x1 and
                self.y1 <= other.y2 and self.y2 >= other.y1)


class Object:
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 9|Part 9: Spells and ranged combat]]'''
    #this is a generic object: the player, a monster, an item, the stairs...
*: The player's strategic choices increase exponentially as we add a few magic scrolls to the mix. Covers damage and mind spells, as well as ranged combat.
    #it's always represented by a character on screen.
    def __init__(self, x, y, char, color):
        self.x = x
        self.y = y
        self.char = char
        self.color = color
   
    def move(self, dx, dy):
        #move by the given amount, if the destination is not blocked
        if not map[self.y + dy][self.x + dx].blocked:
            self.x += dx
            self.y += dy
   
    def draw(self):
        #only show if it's visible to the player
        if libtcod.map_is_in_fov(fov_map, self.x, self.y):
            #set the color and then draw the character that represents this object at its position
            libtcod.console_set_foreground_color(console, self.color)
            libtcod.console_put_char(console, self.x, self.y, self.char, libtcod.BKGND_NONE)
   
    def clear(self):
        #erase the character that represents this object
        libtcod.console_put_char(console, self.x, self.y, ' ', libtcod.BKGND_NONE)




* '''[[Complete Roguelike Tutorial, using python+libtcod, part 10|Part 10: Main menu and saving]]'''
*: A main menu complete with a background image and the ability to save and load the game.


def create_room(room):
    global map
    #go through the tiles in the rectangle and make them passable
    for x in range(room.x1 + 1, room.x2):
        for y in range(room.y1 + 1, room.y2):
            map[y][x].blocked = False
            map[y][x].block_sight = False


def create_h_tunnel(x1, x2, y):
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 11|Part 11: Dungeon levels and character progression]]'''
    global map
*: Let the player venture deeper into the dungeon and grow stronger, including experience gain, levels and raising stats!
    #horizontal tunnel. min() and max() are used in case x1>x2
    for x in range(min(x1, x2), max(x1, x2) + 1):
        map[y][x].blocked = False
        map[y][x].block_sight = False


def create_v_tunnel(y1, y2, x):
    global map
    #vertical tunnel
    for y in range(min(y1, y2), max(y1, y2) + 1):
        map[y][x].blocked = False
        map[y][x].block_sight = False


def make_map():
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 12|Part 12: Monster and item progression]]'''
    global map, player, stairs
*: Deeper dungeon levels become increasingly more difficult! Here we create tools for dealing with chances and making them vary with level.
   
    #fill map with "blocked" tiles
    map = [[ Tile(True)
        for x in range(MAP_WIDTH) ]
            for y in range(MAP_HEIGHT) ]


    rooms = []
    num_rooms = 0
   
    for r in range(MAX_ROOMS):
        #random width and height
        w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
        h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
        #random position without going out of the boundaries of the map
        x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
        y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
       
        #"Rect" class makes rectangles easier to work with
        new_room = Rect(x, y, w, h)
       
        #run through the other rooms and see if they intersect with this one
        failed = False
        for other_room in rooms:
            if new_room.intersect(other_room):
                failed = True
                continue
       
        if not failed:
            #this means there are no intersections, so this room is valid
           
            #"paint" it to the map's tiles
            create_room(new_room)
           
            #center coordinates of new room, will be useful later
            (new_x, new_y) = new_room.center()
           
            if num_rooms == 0:
                #this is the first room, where the player starts at
                player.x = new_x
                player.y = new_y
            else:
                #all rooms after the first:
                #connect it to the previous room with a tunnel
               
                #center coordinates of previous room
                (prev_x, prev_y) = rooms[num_rooms-1].center()
               
                #draw a coin (random number that is either 0 or 1)
                if libtcod.random_get_int(0, 0, 1) == 1:
                    #first move horizontally, then vertically
                    create_h_tunnel(prev_x, new_x, prev_y)
                    create_v_tunnel(prev_y, new_y, new_x)
                else:
                    #first move vertically, then horizontally
                    create_v_tunnel(prev_y, new_y, prev_x)
                    create_h_tunnel(prev_x, new_x, new_y)
           
            #finally, append the new room to the list
            rooms.append(new_room)
            num_rooms += 1
   
    #after that, place the stairs at the last room
    stairs.x = new_x
    stairs.y = new_y


* '''[[Complete Roguelike Tutorial, using python+libtcod, part 13|Part 13: Adventure gear]]'''
*: Swords, shields and other equipment can now help the player by granting hefty bonuses. The bonus system can also be used for all kinds of magics and buffs!


def render_all(key):
    global fov_map, fov_dark_wall, fov_light_wall
    global fov_dark_ground, fov_light_ground
    global fov_recompute


    #draw all objects in the list
    for object in objects:
        object.draw()
   
    if fov_recompute:
        #recompute FOV if needed (the player moved or something)
        fov_recompute = False
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)


        #go through all tiles, and set their background color according to the FOV
==Extras==
        for y in range(MAP_HEIGHT):
            for x in range(MAP_WIDTH):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = map[y][x].block_sight
                if not visible:
                    #if it's not visible right now, the player can only see it if it's explored
                    if map[y][x].explored:
                        if wall:
                            libtcod.console_set_back(console, x, y, fov_dark_wall, libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_back(console, x, y, fov_dark_ground, libtcod.BKGND_SET)
                else:
                    #it's visible
                    if wall:
                        libtcod.console_set_back(console, x, y, fov_light_wall, libtcod.BKGND_SET )
                    else:
                        libtcod.console_set_back(console, x, y, fov_light_ground, libtcod.BKGND_SET )
                    #since it's visible, explore it
                    map[y][x].explored = True
   
def handle_key(key):
    global fov_recompute
   
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        #Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
       
    elif key.vk == libtcod.KEY_ESCAPE:
        return True  #exit game
   
    #movement keys
    elif libtcod.console_is_key_pressed(libtcod.KEY_UP):
        player.move(0, -1)
        fov_recompute = True
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        player.move(0, 1)
        fov_recompute = True
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        player.move(-1, 0)
        fov_recompute = True
       
    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        player.move(1, 0)
        fov_recompute = True


Some stuff that is entirely optional and didn't make it in; check this out if you finished the tutorial and are looking for some modifications and improvements to your game -- some are easy, others are more advanced.


#############################################
# Initialization & Main Loop
#############################################


libtcod.console_set_custom_font('celtic_garamond_10x10_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#A neat Python shortcut for Notepad++|A neat Python shortcut for Notepad++]]'''
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
*: For Notepad++ users, how to set up a shortcut to help you debugging.
console = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
libtcod.sys_set_fps(LIMIT_FPS)


#create object representing the player (location doesn't matter, make_map will set it appropriately)
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Old-school wall and floor tiles|Old-school wall and floor tiles]]'''
player = Object(0, 0, '@', libtcod.black)
*: Using characters in tiles, without getting weird graphical glitches. This is actually very simple.


#create object representing the stairs
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Real-time combat|Real-time combat]]'''
stairs = Object(0, 0, '<', libtcod.white)
*: A speed system to change the tutorial's turn-based combat to real-time!


#the list of objects with those two
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Mouse-driven Menus|Mouse-driven menus]]'''
objects = [player, stairs]
*: Add basic mouse support to your menus!


#generate map (at this point it's not drawn to the screen)
* '''[[Complete Roguelike Tutorial, using python+libtcod, extras scrolling code|Scrolling maps]]'''  
make_map()
*: Placeholder page for the scrolling map code. Tutorial text will be written soon.


#create the FOV map, according to the generated map
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Creating a Binary|Creating a Binary]]'''
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
*: Package and deliver your game the nice way!
for y in range(MAP_HEIGHT):
    for x in range(MAP_WIDTH):
        libtcod.map_set_properties(fov_map, x, y, not map[y][x].blocked, not map[y][x].block_sight)


#start with a blank console
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#A* Pathfinding|A* Pathfinding]]'''
libtcod.console_clear(console)
*: A good pathfinding system


* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#Using Graphical Tiles|Using Graphical Tiles]]'''
*: An alternative to solid colors or ASCII graphics


fov_recompute = True
* '''[[Complete Roguelike Tutorial, using Python+libtcod, extras#BSP Dungeon Generator|BSP Dungeon Generator]]'''
credits_end = False
*: Binary Space Partitioning Dungeon Generator


while not libtcod.console_is_window_closed():
==Credits==


    #erase all objects at their old locations, before they move
Code and tutorial written by Jo&atilde;o F. Henriques (a.k.a. Jotaf). Thanks go out to George Oliver for helping with the layout, sections rearrangement, and syntax highlighting; Teddy Leach for his text reviews; and all the folks in the libtcod forums for their valuable feedback!
    for object in objects:
        object.clear()


    #handle keys and exit game if needed
The most active place to discuss this tutorial, or libtcod in general, is the [https://www.reddit.com/r/roguelikedev/ roguelikedev subreddit].  Post if you're stuck, to show your own project, or just to say hi.  It's always cool to get some feedback on the tutorial, and hear about other roguelikes in development.  Also, past discussions can either be found in the old [http://roguecentral.org/doryen/forum/index.php?board=20.0 libtcod/Python forum] or the old [http://roguecentral.org/doryen/forum/index.php?topic=328.0 forum on this tutorial].
    key = libtcod.console_check_for_keypress()
    exit = handle_key(key)
    if exit:
        break
   
    #render the screen
    render_all(key)
    libtcod.console_blit(console,
                        0, 0, MAP_WIDTH, MAP_HEIGHT,
                        0, 0, 0, 255)
   
    # render credits at the bottom
    if not credits_end:  
        credits_end = libtcod.console_credits_render(0, MAP_HEIGHT, 0)


    # render stats
[[Category: Developing]]
    libtcod.console_set_foreground_color(None, libtcod.grey)
    libtcod.console_print_right(None, 79, 46, libtcod.BKGND_NONE,
                                'last frame : %3d ms (%3d fps)' %
                                (int(libtcod.sys_get_last_frame_length() *
                                    1000.0), libtcod.sys_get_fps()))
    libtcod.console_print_right(None, 79, 47, libtcod.BKGND_NONE,
                                'elapsed : %8d ms %4.2fs' %
                                (libtcod.sys_elapsed_milli(),
                                libtcod.sys_elapsed_seconds()))
   
   
    #victory screen!
    if player.x == stairs.x and player.y == stairs.y:
        libtcod.console_clear(0)
        libtcod.console_set_foreground_color(None, libtcod.white)
        libtcod.console_print_center(None, SCREEN_WIDTH/2, SCREEN_HEIGHT/2, libtcod.BKGND_NONE,
                                'Victory is Yours!!')
   
    libtcod.console_flush()
</pre>

Latest revision as of 01:25, 14 September 2017

This tutorial is for libtcod 1.6.0 and above.

If you would prefer to do the tutorial for an older version of libtcod, you can get there through one of the links below. Be aware that the only way to get bug fixes, is by upgrading to the latest version. There are no bug fix releases of older versions.

For libtcod version 1.5.1, here is the older version of this tutorial.
For libtcod version 1.5.0, here is the older version of this tutorial.


Short introduction

Welcome!

Welcome to this tutorial! As you probably guessed, the goal is to have a one-stop-shop for all the info you need on how to build a good Roguelike from scratch. We hope you find it useful! But first, some quick Q&A.

Why Python?

Most people familiar with this language will tell you it's fun! Python aims to be simple but powerful, and very accessible to beginners. This tutorial would probably be much harder without it. We insist that you install/use Python 2.7 and go through at least the first parts of the Python Tutorial. This tutorial will be much easier if you've experimented with the language first. Remember that the Python Library Reference is your friend -- the standard library has everything you might need and when programming you should be ready to search it for help on any unknown function you might encounter.

This tutorial is for Python 2 only, and it is strongly recommended you use the latest Python 2.7 release.

If you choose to use earlier versions of Python 2, you may encounter problems you need to overcome.
If you choose to use Python 3, be aware this tutorial is not compatible with it and you are on your own. (See "other languages" below.)

Why libtcod?

If you haven't seen it in action yet, check out the features and some projects where it was used successfully. It's extremely easy to use and has tons of useful functions specific to RLs.

If you're using Windows, download either the Win32 or x64 build from bitbucket. Various samples are prebuilt and included, and can be used to both experiment with the various features and see what is possible.

For other platforms, you're going to have to compile them yourself. Maybe someone who owns a MacOS machine might compile builds for the libtcod project?

Other languages

There are no known versions of this tutorial for other programming languages than Python, for libtcod 1.6.0. However, you can hop back to the tutorial for 1.5.1 and find some option there to work from.

Here you'll find completed ports, one for Python 3 and libtcod (revising this tutorial "with good coding practices kept in mind from the beginning") and another for Python 3 and TDL, created by /u/TStand90 for r/roguelikedev Tutorial Tuesday 2017.

A separate work-in-progress port of this tutorial for Python 3 and tdl (a pythonic cffi port of libtcod) can be found here.

Start the tutorial

Follow the first link to get started!


  • Part 1: Graphics
    Start your game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys.


  • Part 2: The object and the map
    This introduces two new concepts: the generic object system that will be the basis for the whole game, and a general map object that you'll use to hold your dungeon.




  • Part 5: Preparing for combat
    Place some orcs and trolls around the dungeon (they won't stay there for long!). Also, deal with blocking objects and game states, which are important before coding the next part.



  • Part 7: The GUI
    A juicy Graphical User Interface with status bars and a colored message log for maximum eye-candy. Also, the infamous "look" command, with a twist: you can use the mouse.


  • Part 8: Items and Inventory
    The player gets to collect ("borrow") items from the dungeon and use them, with a neat inventory screen. More items added in the next part.


  • Part 9: Spells and ranged combat
    The player's strategic choices increase exponentially as we add a few magic scrolls to the mix. Covers damage and mind spells, as well as ranged combat.





  • Part 13: Adventure gear
    Swords, shields and other equipment can now help the player by granting hefty bonuses. The bonus system can also be used for all kinds of magics and buffs!


Extras

Some stuff that is entirely optional and didn't make it in; check this out if you finished the tutorial and are looking for some modifications and improvements to your game -- some are easy, others are more advanced.


  • Real-time combat
    A speed system to change the tutorial's turn-based combat to real-time!
  • Scrolling maps
    Placeholder page for the scrolling map code. Tutorial text will be written soon.

Credits

Code and tutorial written by João F. Henriques (a.k.a. Jotaf). Thanks go out to George Oliver for helping with the layout, sections rearrangement, and syntax highlighting; Teddy Leach for his text reviews; and all the folks in the libtcod forums for their valuable feedback!

The most active place to discuss this tutorial, or libtcod in general, is the roguelikedev subreddit. Post if you're stuck, to show your own project, or just to say hi. It's always cool to get some feedback on the tutorial, and hear about other roguelikes in development. Also, past discussions can either be found in the old libtcod/Python forum or the old forum on this tutorial.