[RIP] LÖVElike - A Roguelike Engine ("Bärrelike" flavour)
Posted: Sat Oct 02, 2010 4:47 am
LÖVElike - A Roguelike Engine ("BÄRRELike" flavour)
Status: RIP / Halted / Semi-abandoned / Undefined Status
WARNING: This project is halted/abandoned/closed and probably won't be updated anymore since (almost) no one seems interested on doing roguelikes in LÖVE. Feel free to use any good part to do something "roguelikish" in LÖVE or in something else similar. And never forget that "making an entire other Lua roguelike engine" is worthless when "when the super awesome T-Engine exists" (Lap "dixit").
NOTE: I used the text editor Fraise (MAC) to indent and align code. Code should be aligned in other MAC code editors but in Windows ones probably all tabs and comment info are misaligned.
This project is optmized for LÖVE 0.62. Nightly build 0.70 misplace LÖVElike text.
-------------------
Concept and status
OBJECTIVE: Achieve a small prototype/engine of a roguelike game (turn-based hack'n'slash RPG with random map conception) done in LÖVE.
DONE: A very basic and minimal skeleton. For be truly a roguelike still misses random map generation. It's was tested enough and no bugs are present to my knowledge. You can play, move, destroy several "races" of barrels (random choices starting level 2) and kill final mob (at level 10) that blocks the final exit. All the map or mob parameters can be easily changed and you can easily switch graphics, enlarge/reduce map (at least 9x9 tilesize is advised for proper info/text read), change some mob parameters and final "escape" exit.
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Instructions for this example prototype:
PLOT: You are a barrel (no kidding). You went on mission to an archipelago to fill urself with Sacred Water. When you were returning back to home you notice someone sabotaged your comeback. You must destroy other barrels in order to get rips of wood and fix the broken bridge. Good Luck
KEYS: In game press 'h' (help) to updated key information
-------------------
Changelog
Replaced by 0.055 - Null, Paused, Help and Quit states/modes added. Extended Movement added. Flag to switch Extended Movement on/off. Additional keys set added.
Replaced by v0.054 - Offset really working. Increased map to test auto-expandability of the engine.
Replaced by v0.053 - Hypothetical boss bug avoided. Revised comments. Ended development.
Replaced by v0.052 - Even more revised and clean code.
Replaced by v0.051 - Cleaned and commented code for anyone who wants to use it or follow with the work.
Replaced by v0.050 - Intro/RIP/Endgame screens. Several bugs resolved. Fully playable now! Here ends first step of dev.
Replaced by v0.049 - Major bugs fixed.
Replaced by v0.048 - Converted to GameState switch. Totally broken.
Replaced by v0.047 - Endgame with final boss and escape, custom level mobs selection, another UI restyling, RIP/Sucess screens ("not working") and a lot more.
Replaced by v0.041 - XP Leveling, Leveling HP bonus, UI restyling, minor fixes.
Replaced by v0.040 - Sound Edition (movement and combat), minor fixes.
Replaced by v0.039 - Mob placement corrected, proper random values (thx Elvenrix), minor fixes and changes.
(...) older changelog removed
...................
Status: RIP / Halted / Semi-abandoned / Undefined Status
WARNING: This project is halted/abandoned/closed and probably won't be updated anymore since (almost) no one seems interested on doing roguelikes in LÖVE. Feel free to use any good part to do something "roguelikish" in LÖVE or in something else similar. And never forget that "making an entire other Lua roguelike engine" is worthless when "when the super awesome T-Engine exists" (Lap "dixit").
NOTE: I used the text editor Fraise (MAC) to indent and align code. Code should be aligned in other MAC code editors but in Windows ones probably all tabs and comment info are misaligned.
This project is optmized for LÖVE 0.62. Nightly build 0.70 misplace LÖVElike text.
-------------------
Concept and status
OBJECTIVE: Achieve a small prototype/engine of a roguelike game (turn-based hack'n'slash RPG with random map conception) done in LÖVE.
DONE: A very basic and minimal skeleton. For be truly a roguelike still misses random map generation. It's was tested enough and no bugs are present to my knowledge. You can play, move, destroy several "races" of barrels (random choices starting level 2) and kill final mob (at level 10) that blocks the final exit. All the map or mob parameters can be easily changed and you can easily switch graphics, enlarge/reduce map (at least 9x9 tilesize is advised for proper info/text read), change some mob parameters and final "escape" exit.
-------------------
Instructions for this example prototype:
PLOT: You are a barrel (no kidding). You went on mission to an archipelago to fill urself with Sacred Water. When you were returning back to home you notice someone sabotaged your comeback. You must destroy other barrels in order to get rips of wood and fix the broken bridge. Good Luck
KEYS: In game press 'h' (help) to updated key information
-------------------
Changelog
Replaced by 0.055 - Null, Paused, Help and Quit states/modes added. Extended Movement added. Flag to switch Extended Movement on/off. Additional keys set added.
Replaced by v0.054 - Offset really working. Increased map to test auto-expandability of the engine.
Replaced by v0.053 - Hypothetical boss bug avoided. Revised comments. Ended development.
Replaced by v0.052 - Even more revised and clean code.
Replaced by v0.051 - Cleaned and commented code for anyone who wants to use it or follow with the work.
Replaced by v0.050 - Intro/RIP/Endgame screens. Several bugs resolved. Fully playable now! Here ends first step of dev.
Replaced by v0.049 - Major bugs fixed.
Replaced by v0.048 - Converted to GameState switch. Totally broken.
Replaced by v0.047 - Endgame with final boss and escape, custom level mobs selection, another UI restyling, RIP/Sucess screens ("not working") and a lot more.
Replaced by v0.041 - XP Leveling, Leveling HP bonus, UI restyling, minor fixes.
Replaced by v0.040 - Sound Edition (movement and combat), minor fixes.
Replaced by v0.039 - Mob placement corrected, proper random values (thx Elvenrix), minor fixes and changes.
(...) older changelog removed
...................