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

From RogueBasin
Jump to navigation Jump to search
(removed notice of big restructuring, edited FOV description)
(added parts 5 and 6, removed "work in progress" notice, and "missing sections" info; added credits and extras sections.)
Line 1: Line 1:
<center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C"><tr><td><center>
Hi there!
This is a '''work-in-progress collab effort''' by a small group of developers to create a [[Python]]+[[libtcod]] tutorial.
It's by no means finished, but the first parts are available now.
</center></td></tr></table></center>
<center><h1>'''Complete Roguelike Tutorial, using [[Python]]+[[libtcod]]'''</h1></center>
<center><h1>'''Complete Roguelike Tutorial, using [[Python]]+[[libtcod]]'''</h1></center>


Line 40: Line 30:
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 1|Part 1: Graphics]]'''
* '''[[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.
*: Start your game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys.


* '''[[Complete Roguelike Tutorial, using python+libtcod, part 2|Part 2: The object and the map]]'''
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 2|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.
*: 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.
 


* '''[[Complete Roguelike Tutorial, using python+libtcod, part 3|Part 3: The dungeon]]'''
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 3|Part 3: The dungeon]]'''
*: Learn how to code up a neat little dungeon generator.  
*: Learn how to code up a neat little dungeon generator.
 


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


<center><h1>Missing sections</h1></center>


Here are some quick guidelines for the next sections. Remember the goal is to create a RL that feels complete, but with minimal fluff so anyone can do it. The sections are not set in stone, they're open to debate and will surely go through many changes. One important thing to note is that we shouldn't worry about making the absolutely coolest RL ever, it's nice to leave some blanks deliberately for the reader to fill in (things that are simple enough but by not extending them to the fullest potential we're reducing the tutorial size and motivating the reader to want to change something).
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 5|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.




* '''Stats'''
* '''[[Complete Roguelike Tutorial, using python+libtcod, part 6|Part 6: Going Berserk!]]'''
*: AI, fights, splatter -- need we say more?


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.)




* '''Items'''


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.)
<center><h1>'''Extras'''</h1></center>


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. (''Note: I'll get to these after the combat sections are finished.'')


* '''Combat'''
* '''[[Complete Roguelike Tutorial, using python+libtcod, Extras#A better dungeon generator|A better dungeon generator]]'''
*: A simple modification to the dungeon generator that creates nicer looking dungeons!


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).
* '''[[Complete Roguelike Tutorial, using python+libtcod, Extras#Fast rendering|Fast rendering]]'''
*: Fast rendering; might be useful if you have a big FOV limit and rendering too many tiles slows down the game, or if you want to implement more complicated effects.




* '''AI'''
<center><h1>'''Credits'''</h1></center>


Cast ray to player, if unblocked move towards, if near it, attack.
Code and tutorial written by Jo??o F. Henriques (a.k.a. Jotaf). Thanks go out to George Oliver for helping with the layout, sections rearrangement, and syntax highlighting; and also the folks in the libtcod forums for their valuable feedback!

Revision as of 20:10, 17 August 2010

Complete Roguelike Tutorial, using Python+libtcod


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 recommend that you install Python 2.6 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.


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.



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.




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. (Note: I'll get to these after the combat sections are finished.)

  • Fast rendering
    Fast rendering; might be useful if you have a big FOV limit and rendering too many tiles slows down the game, or if you want to implement more complicated effects.


Credits

Code and tutorial written by Jo??o F. Henriques (a.k.a. Jotaf). Thanks go out to George Oliver for helping with the layout, sections rearrangement, and syntax highlighting; and also the folks in the libtcod forums for their valuable feedback!