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A text-based, roguelike dungeon crawler
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zmohling/dungeon-crawler
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NAME Dungeon Crawler (ASSIGNMENT_NUM) - A roguelike adventure game DESCRIPTION Monster and object definitions are read from ~/.rlg327 and loaded into the game. Flashing colors are not implemented. This roguelike dungeon game is now ported to C++. New features include incremental upgrades to the Monster List menu, in-game debugging, and an efficient FOV shadowcasting implementation. Navigate with vi-like keybindings. Kill and avoid being killed by monsters. Kill all the monsters on any given dungeon level to win. DUNGEON CRAWLER --save : Save a randomly generated dungeon to a binary file in ~/.rlg327/dungeon. This file will be created if does not already exist. --load : Load a saved dungeon from disk. --nummon : Tell the game how many monsters to load at the start. Choose a number between 1-30. Monster locations are not persistent. BUILD & EXECUTION To build this project, simply run GNU make in the project's root directory. This will generate an executable binary named dungeon_crawler. All build files are generated to ./build, and supplemental binaries are kept in ./bin. KEYBINDINGS IN-GAME y or 7 : Move to an upper left cell k or 8 : Move up one cell u or 9 : Move to an upper right cell l or 6 : Move right one cell n or 3 : Move to a lower right cell . or 5 or space : Rest for a turn j or 2: Move down one cell > : Go down a staircase < : Go up a staircase m : Open the Monster List b or 1: Move to a lower left cell q : Quit the game h or 4: Move left one cell MONSTER LIST ESC : Exit the Monster List menu UP or k : Scroll the list items up DOWN or j: Scroll the list items down DEBUGGING t : Enter teleporting mode f : Toggle Fog of War KNOWN ISSUES 1. The only observed issue with my FOV implementation appears when a corridor path exists next to a room. The issue will limit the player's viewing radius if the PC is standing on a corridor terrain. 2019
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A text-based, roguelike dungeon crawler
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