I do. I meant on coding. I would start with graphics, but roguelikes use text, not graphics.
Roguelikes doesn't strictly require to be text-based.
And text graphics is still graphics.
If you want classic turn based roguelike, you need:
Field of vision
http://www.roguebasin.com/index.php/Field_of_Vision (i mean, you can use just this site, they specify on rogulikes...)
Some pathfinding (maybe some A* would be okay? or something more *simple*, it's depends only on what you want exactly)
For graphics, you probably want to store all data in tables and they render fonts as usual sprites.
What else you don't understand?
Learn something about procedural generation (like this
https://youtu.be/TlLIOgWYVpI)
i mean, you said, "I searched the web about this, but got nothing."
You didn't tried to google "how to make traditional roguelikes" and get
http://www.roguebasin.com/index.php/Roguelike_Alphabet?
Did you glance at least sometimes in this forums?
darkfrei very often do very good examples, that you might use in games (
https://github.com/darkfrei/love2d-lua-tests)
Including field of vision/lighting (
https://github.com/darkfrei/love2d-lua- ... -and-light) or pathfinding (
https://github.com/darkfrei/love2d-lua- ... inding-one)
Or maybe games page on front of wiki?
https://love2d.org/wiki/Category:Games
There awesome game available,
https://love2d.org/wiki/On_The_Roadside
It's implement most of things, that you expect in traditional rogulikes:
ASCII graphics, field of vision, pathfinding, turn based movement. You can eve try to run in in modern love version (but you probably will need do little porting).
Like, yeah, "I searched the web about this, but got nothing."