Recently Updated Roguelikes/archive

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Name Type Last update Last version Based on Language
100 Rogues [1] stable Fantasy May 6 2010
3069 [2] stable Sci-fi Oct 6 2009 3D.4 Visual Basic
Agduria [3] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Jun 18 2009 || align="right" | 0.609e || align="left" | || align="left" | C++,SDL

AliensRL [4] 7DRL Sci-fi Jun 3 2010 0.8 Free Pascal
Aquarium Arena [5] ```
{{{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

αlpha

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! ``` || align="left" | Underwater || align="right" | Oct 1 2016 || align="right" | 0.4 || align="left" | || align="left" | Python

Arcan Myth RL [6] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | May 6 2010 || align="right" | 0.2 || align="left" | || align="left" | D,Tango

Brogue [7] stable Fantasy Jul 2 2014 1.7.4 Rogue C
Caverns of Xaskazien [8] stable Fantasy Jun 2 2009 4.02 C,SDL
Crossfire [9] stable Fantasy Apr 26 2010 1.50.0 C
crashRun [10] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Mar 23 2010 || align="right" | 0.4.1 || align="left" | || align="left" | Python,SDL

DaJAngband [11] stable Fantasy,A Jun 3 2009 1.0.98B C
Dance of Death [12] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Sep 19 2010 || align="right" | 0.6.136 || align="left" | || align="left" | ActionScript 3

Deliantra [13] stable Fantasy May 31 2010 3.0 C++ and Perl
Dimension Dungeon [14] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Sep 06 2009 || align="right" | 0.6 || align="left" | || align="left" | Java

DoomRL [15] stable Fantasy Mar 19 2013 0.9.9.7 Free Pascal,SDL
Dungeonmans [16] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | May 10 2010 || align="right" | alpha 4 || align="left" | || align="left" |

Dweller [17] stable Fantasy Apr 30 2010 0.15.0 J2ME
Egoboo [18] βeta Fantasy Jul 19 2009 2.7.4 C
Elona [19] βeta Fantasy May 8 2010 1.22(beta)
Featurecreeper [20] βeta Fantasy Apr 19 2010 0.1 Madness C,libtcod
First Age Angband (FAAngband) [21] βeta Fantasy,A Mar 7 2010 1.1.0 Oangband 0.7.0 C
Frozen Depths [22] stable Fantasy Aug 30 2010 1.04 C++
GearHead2 [23] βeta Sci-fi Apr 26 2010 0.625 Free Pascal
Gumband [24] stable Fant./Eternal champ. Jan 20 2010 2.3.2 C
HamQuest [25] βeta July 26 2009 1.0.0.7
Ighalsk [26] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Jul 31, 2012 || align="right" | 0.1.16 || align="left" | || align="left" | Python

Incursion: Halls of the Goblin King [27] βeta Fantasy Jan 21 2010 0.6.9I C++
Kharne [28] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Jul 27 2009 || align="right" | 0.03a || align="left" | || align="left" | Delphi

LambdaRogue [29] stable Fantasy/Sci-fi Jan 2 2011 1.6 Free Pascal,SDL
Legerdemain [30] stable Fantasy Sep 28 2009 1.0.2 Java
Lords of DarkHall [31] βeta Fantasy Oct 1 2009 1.3.31 Visual Basic 6
Mage Guild [32] stable Fantasy Feb 22 2010 1.9.6
Middlecrest [33] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Aug 15 2011 || align="right" | 0.1.87 || align="left" | || align="left" | C, C++, Lua

Mines of Elderlore [34] βeta Fantasy,7 Feb 2 2010 1.1.20100228 Python
MnemonicRL ```
{{{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

αlpha

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! ``` || align="left" | Steampunk,Surreal|| align="right" | Jun 21 2009 || align="right" | alpha || align="left" | || align="left" | Perl

Nazghul/Haxima [35] βeta Fantasy Oct 16 2009 0.7.0
Neon [36] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Jun 3 2010 || align="right" | 0.3.1 || align="left" | || align="left" | Java

Netzhack [37] βeta Fantasy,H Feb 16 2010 0.2.1 Nethack C
No Pet Peeves Angband (NPPAngband) [38] βeta Fantasy,A Mar 1 2010 0.5.0 C
Omega (for Windows) [39] stable Fantasy Feb 20 2010 Omega 0.90.4 C
O.R.E. [40] βeta Jul 9 2009 0.1.0
Portralis [41] βeta Fantasy,A Jan 3 2010 0.4.001.1 NewAngband 1.7.1 C
POWDER [42] stable Fantasy Apr 14 2010 113 C++
Privateer: Ascii Sector [43] βeta Sci-fi Apr 25 2010 0.5.3.3
Prospector [44] ```
{{{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

αlpha

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! ``` || align="left" | Sci-fi || align="right" | Jun 4 2010 || align="right" | 0.1.12a || align="left" | || align="left" |

Rayel [45] βeta Fantasy Apr 28 2010 0.1.8 C++
Sane Roguelike [46] ```
{{{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

αlpha

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! ``` || align="left" | || align="right" | Jul 21 2009 || align="right" | alpha 2 || align="left" | || align="left" | .Net

Squirm [47] ```
{{{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

αlpha

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! ``` || align="left" | || align="right" | Apr 21 2010 || align="right" | a.03 || align="left" | || align="left" | Python,Pygame

SewerJacks [48] 7DRL Fantasy,7 Feb 20 2010 0.8.8 C++,OpenGL,SDL
Slimy Lichmummy, The (TSI) [49] βeta Fantasy Mar 10 2010 0.15 C
Spelunky [50] βeta Hist./Fantasy Jun 20 2009 0.99.9B
SporkHack [51] βeta Fantasy,H May 2 2010 0.6.3 Nethack 3.4.3 C
Test of Inn, The [52] βeta Fantasy May 8 2010 0.1.5 C
Tombs of Asciiroth, The [53] βeta Fantasy Jul 24 2009 0.7 Javascript
Tomb of the Aztecs [54] 7DRL Fantasy,7 Jun 8 2009
Tales of Middle Earth (ToME) [55] stableβeta Fantasy,A May 11 2010 4.0.0beta1 Zangband 2.2.0 C,Lua,OpenGL
Tyrant [56] stable```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Apr 22 2013 || align="right" | 0.334 || align="left" | || align="left" | Java

Tzar [57] ```
{{{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

αlpha

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! ``` || align="left" | Zombie || align="right" | Jun 19 2009 || align="right" | 0.2.0 || align="left" | || align="left" | C++

TwilightMMORL [58] stable Fantasy Apr 24 2010 C
Underhall [59] 7DRL Fantasy,7 Apr 23 2010 1.2 C++
Unnamed Angband (UnAngband) [60] stable Fantasy,A Jun 21 2009 0.6.3a C
UnReal World [61] stable Hist./Fantasy Dec 22 2009 3.12b
URRogue [62] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Jul 24 2009 || align="right" | 0.0.9 || align="left" | || align="left" |

Wayfarer [63] ```
{{{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

αlpha

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! ``` || align="left" | Fantasy || align="right" | Oct 13 2009 || align="right" | 0.3a || align="left" | || align="left" | Processing (Java)

WebRaid [64] stable Fantasy Apr 23 2010 Java
Wizard's Quest [65] βeta Fantasy May 5 2010
When Zombies Attack! [66] ```
{{{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

αlpha

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! ``` || align="left" | Horror/Zombie,7 || align="right" | Jun 14 2009 || align="right" | 0.3 || align="left" | || align="left" | Java