Dungeons are more interesting when you don’t know what’s around the corner. In this tutorial, we will add scrolling to a type of game known as a roguelike, which has machine-generated levels. Below is an animation of the initial game, which displays the full dungeon map.
In an adventure game, knowing that a new item could be somewhere out there can encourage you to explore out-of-the-way places. Because a roguelike uses procedurally generated levels, it is up to the level-generation algorithm to drop items in places that motivate exploration. In this tutorial, we will start with…
Recently I have been exploring how to develop Roguelikes — games with procedurally generated levels. In the first tutorial of a five-part series, I wrote logic that places rooms randomly. The final tutorial of that series culminated in a game where the rooms are connected by passages.
Over the past month or so, I have been building experimental Roguelikes — 2D adventure games with procedurally generated dungeons. While my initial game creates levels that look like caverns, the more recent one comprises rooms connected by narrow passages, as in the screenshot below.