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README
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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