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技能内容

Roguelike

A playbook for roguelikes — the turn engine, procedural dungeons, field-of-view, permadeath,

and run economy. This is a compositional skill: it orchestrates procedural generation,

tilemaps, save handling, and AI into a run-based game. It does not re-teach noise/RNG or

tilemap APIs; it defines the loop and the systems that make a run compelling.

When to use

  • Use when building a turn-based, grid-based dungeon crawler where each death ends the

run and the world is regenerated — a roguelike or "roguelite" (with meta-progression).

  • Use when designing procedural dungeons, FOV/fog-of-war, permadeath stakes, or loot tables.

**When not to use:** real-time action with roguelike dressing → build the action genre

(platformer/fps-shooter) and layer procedural-gen. Deep stats/quests/dialogue without

permadeath → rpg. Open-world needs/crafting → survival-crafting.

What makes it a roguelike (design anchor)

The community reference is the Berlin Interpretation (RogueBasin, IRDC 2008): a set of

"roguelikeness" factors, not a checklist. The high-value ones are the design targets:

random environment generation, permadeath, turn-based, grid-based, non-modal (all actions

in one mode), complexity (many item/monster interactions), resource management,

hack-and-slash, and exploration & discovery. Lean into these to feel roguelike; pick

which to keep deliberately. "Roguelite" usually relaxes permadeath with meta-progression.

Core loop

**Take a turn (move / fight / use) → the world resolves its turn → see new state → descend /

loot / survive → die and restart with a fresh dungeon.** Replayability comes from the world

changing each run, not the player memorizing a fixed layout.

Must-have systems

  1. Turn scheduler — energy/initiative system so fast actors act more often (Pattern 2).
  2. Grid map + movement — tile coordinates; bump-to-attack; blocked/walkable queries.
  3. Procedural dungeon generator — rooms + corridors, or BSP/cellular; guarantee connectivity.
  4. Field of view + explored memory — what's visible now vs. seen-before (Pattern 3 / refs).
  5. Combat + entities — HP, attack/defense, status; monsters obey the same rules as the player.
  6. Loot + drop tables — weighted, depth-scaled item/monster spawning (refs).
  7. Permadeath + (optional) meta-progression — wipe the run; persist only unlocks/score.
  8. Message log + clear UI — the player reasons from text/state; surface numbers and events.

Design knobs

| Knob | Effect | Notes |

|------|--------|-------|

| Dungeon size / room count | run length, density | Scale with depth. |

| Connectivity guarantee | no unreachable rooms | Always verify reachability after generation. |

| Monster density / depth curve | difficulty ramp | Spawn by depth-weighted table. |

| Loot rarity weights | power variance | Rarer = bigger swing; identify adds discovery. |

| FOV radius / lighting | tension, information | Smaller radius = scarier, slower. |

| Resource scarcity (food/HP/ammo) | pressure to descend | Core tension lever in classic RLs. |

| Permadeath vs meta-progression | run stakes vs. retention | Roguelite softens the wall. |

| Identification / unknowns | exploration value | Unidentified items reward experimentation. |

| Seedable RNG | daily runs, debugging | Always allow a fixed seed (see procedural-gen). |

Patterns

1. Deterministic, seedable run RNG

# Pseudocode. One seeded RNG per run makes dungeons reproducible (daily runs, bug repro).
run_seed = chosen_seed or random_seed()
rng = Rng(run_seed)                 # use your engine's seedable RNG, not global random
dungeon = generate_dungeon(rng, depth)   # same seed + depth => same dungeon
# Persist run_seed in the save so a crash can resume the same world (see save-systems).

2. Energy-based turn scheduler (speeds differ)

# Pseudocode. Each actor gains energy each tick and acts when it has enough.
# Faster actors gain more per tick, so they act more often — no fixed "player then enemies".
TURN_COST = 100
def next_actor(actors):
    while True:
        for a in actors:                 # stable order avoids ties favoring one side
            a.energy += a.speed          # e.g. speed 100 = normal, 150 = hasted
            if a.energy >= TURN_COST:
                a.energy -= TURN_COST
                return a                 # this actor takes exactly one action now

3. Field of view + explored memory

# Pseudocode. Recompute visibility from the player each time they move.
visible = compute_fov(map, player.pos, radius=8)   # symmetric shadowcasting (see refs)
for cell in visible:
    explored.add(cell)                  # remember it forever (dim "fog of war")
# Render: visible -> lit; explored-but-not-visible -> dim; never-seen -> hidden.

Use a proven FOV algorithm (recursive shadowcasting or symmetric shadowcasting). Do not

roll a naive raycast-per-cell — it produces asymmetric, "blinking" vision. See refs.

Pitfalls / failure modes

  • Disconnected dungeons → rooms the player can't reach. Always run a connectivity/flood-fill

pass and carve corridors until every walkable cell is reachable.

  • Naive FOV → vision that flickers or is asymmetric (you see them, they don't see you).

Use shadowcasting; test symmetry.

  • Real-time loop pretending to be turn-based → input races and double-moves. Resolve one

discrete turn at a time; queue input.

  • Flat difficulty → no descent pressure. Scale monsters/loot by depth and keep resources scarce.
  • Permadeath that wipes meta-unlocks → frustration. Separate run state (wiped) from

profile state (unlocks, scores) when saving (see save-systems).

  • Save-scumming a "permadeath" game → delete or invalidate the run save on load if you want

true permadeath; keep only the profile.

  • Unreadable state → the player can't plan. Show HP, turn results, and a message log.

Composition (build it from these skills)

  • Generation: procedural-gen (noise, seeded RNG, dungeon/room algorithms) — the engine of replayability.
  • Map rendering: godot-tilemap / unity-tilemap-2d for the grid; level-design for set-piece rooms/vaults.
  • Enemies: game-ai for monster decision-making (often simple on a grid: seek/flee/patrol).
  • Persistence: save-systems for run-resume, profile/meta-progression, and true permadeath wipes.
  • Scripting/data: godot-resources / unity-scriptableobjects to define items, monsters, and drop tables as data.
  • UI: godot-ui-control for the message log, inventory, and HUD.
  • Feel: game-feel for hit/death juice — screen shake and hit-stop that sell impacts on a turn-based grid.

References

  • For dungeon-generation algorithms (rooms-and-corridors, BSP, cellular automata, connectivity),

FOV (shadowcasting), and weighted loot/spawn tables, read references/generation-fov-loot.md.

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