Temple of The Roguelike Forums
Development => Programming => Topic started by: jim on January 12, 2013, 10:02:20 PM
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Sirs, I am well-aware that I am an unwashed savage among high society, so please take that into account when reading below.
The mechanics of classic turn-based dungeon crawler games like Might and Magic, Dungeon Master, etc., always struck me as pretty simple. Do any frameworks/toolsets/training wheels exist for games like these?
I don't have it in me to learn game design from the ground up, but I can draw one hell of a maze.
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Tome 4's T-engine could fill that role easily if it were better documented.
Angband has all monsters, uniques, item types, ego-items, artefacts, races, classes, and a few other things defined in easy-to-edit text files, so many variants don't even have to recompile.
Ido's cryptrover is a good example of a minimalistic RL, in theory you could build a more complex game on top of that. The only problem is its makefile is overcomplicated (with optional sound and stuff) and invalid with some versions of make, so compiling is difficult.
And then there's the python/libtcod tutorial on roguebasin.
That's all that comes to mind at the moment.
Edit:
... *First* person? OK, forget the above.
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Ummm...like maybe Angband + Necklace of the Eye?
Necklace will turn roguelikes into first person perspective type games. Check it out.
http://www.roguetemple.com/z/noteye.php
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I found this thing: http://www.identicalsoftware.com/btbuilder/ It is very retro, but I did not spend much time searching.