Building a Modern Roguelike in 2019

At numerous times I’ve created demos trying to figure out how to merge a traditional roguelike into a FPS without sacrificing it’s roots. Here’s an article I made in 2017. Unlike many others I don’t feel like just random maps makes a roguelike, I’ve even gone so far as saying no FPS is a roguelike. In this experiment I’ve tried to merge those ascii characters into the map itself and dropped the textures. The code can be executed and ran or viewed in its entirety on Github here. ...

November 13, 2019 · 1 min

No FPS is a Roguelike

I’ve struggled with the concept of merging the roguelike turn-based system with a FPS. Having a turn based on when you fully leave a cell makes the monsters seem jumpy which doesn’t make for very nice gameplay. Because I believe turn-based systems are core to roguelikes and first person shooters can’t be turned based in a cohesive way, I’ve dropped the FPS perspective altogether and pulled the camera above the player. ...

March 10, 2017 · 1 min