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Steed's Broglike Starter

This is a 2017.3.0f3 Unity3D project that has been laid out for prototyping a roguelike in the manner of Michael Brough. This package assumes an intermediate understanding of Unity and some healthy skepticism towards my approach.

I have addressed all the details that I consider essential:

  • It's playable. You can die and restart. Ready to be refactored into something new.
  • Procedural. No physics. Everything is run from one place. A roguelike is a complex board game, the order of actions determines life or death. (You can add physics, I won't judge.)
  • All things on the map are interchangeable - a good position from which to develop crazy polymorphs, traps, and factions. Things have an x,y,z position because some projects might want to chuck stuff into the z axis (terrain, totem-pole-stacks, actual 3D!).
  • Enum Madness: All things are created from a 32 bit integer. Bitwise flags are used to pack most of the essential states into one int. This allows for very fast prototyping and map generation. It's not scaleable, don't rely on it too much.
  • Basic UI like a popup, getting the camera to follow an offset view (an adjustable RectTransform on the UI canvas), stat bars / text, a log - all done.
  • Main Scene workshop: All prefabs are in the Main scene to be modified and updated. The engine deletes them on start up.
  • Thing Prefabs: Player, Mon(ster), Wall, Hard Wall (indestructible), Shot, and Loot. These last two are special because I realised they needed to stack and allow you to walk over them. As a compromise they use a special trigger lookup table, sort of like a trap (you could turn a loot into one for example).
  • Recycling. Always assume mass-spawning is possible. And hilarious.
  • Particle Emitter prefabs. Self recycling - go crazy.
  • AI: Just a basic floodfill. I might add A* (I write a pretty fast A*), but flooding is more efficient with swarms (common to roguelikes). It can be debugged by clicking on the Map GameObject at run time - the numbers will show up in the editor scene view.
  • Texture Preprocessor. Unity's default texture import settings hate pixel art.
  • Lightweight tween class: I need to swap this out for AnimationCurves, when I figure out how to get them to tween arbitrary Vector3s at runtime.

I am open to suggestions for improvement. Including dependencies (libraries) is unsustainable, but useful Asset Store links are welcome, I will add them below. If you have an idea, say it with C#. A snippet of working code is worth a 1000 clever suggestions.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Steed's Broglike Starter

This is a 2017.3.0f3 Unity3D project that has been laid out for prototyping a roguelike in the manner of Michael Brough. This package assumes an intermediate understanding of Unity and some healthy skepticism towards my approach.

I have addressed all the details that I consider essential:

  • It's playable. You can die and restart. Ready to be refactored into something new.
  • Procedural. No physics. Everything is run from one place. A roguelike is a complex board game, the order of actions determines life or death. (You can add physics, I won't judge.)
  • All things on the map are interchangeable - a good position from which to develop crazy polymorphs, traps, and factions. Things have an x,y,z position because some projects might want to chuck stuff into the z axis (terrain, totem-pole-stacks, actual 3D!).
  • Enum Madness: All things are created from a 32 bit integer. Bitwise flags are used to pack most of the essential states into one int. This allows for very fast prototyping and map generation. It's not scaleable, don't rely on it too much.
  • Basic UI like a popup, getting the camera to follow an offset view (an adjustable RectTransform on the UI canvas), stat bars / text, a log - all done.
  • Main Scene workshop: All prefabs are in the Main scene to be modified and updated. The engine deletes them on start up.
  • Thing Prefabs: Player, Mon(ster), Wall, Hard Wall (indestructible), Shot, and Loot. These last two are special because I realised they needed to stack and allow you to walk over them. As a compromise they use a special trigger lookup table, sort of like a trap (you could turn a loot into one for example).
  • Recycling. Always assume mass-spawning is possible. And hilarious.
  • Particle Emitter prefabs. Self recycling - go crazy.
  • AI: Just a basic floodfill. I might add A* (I write a pretty fast A*), but flooding is more efficient with swarms (common to roguelikes). It can be debugged by clicking on the Map GameObject at run time - the numbers will show up in the editor scene view.
  • Texture Preprocessor. Unity's default texture import settings hate pixel art.
  • Lightweight tween class: I need to swap this out for AnimationCurves, when I figure out how to get them to tween arbitrary Vector3s at runtime.

I am open to suggestions for improvement. Including dependencies (libraries) is unsustainable, but useful Asset Store links are welcome, I will add them below. If you have an idea, say it with C#. A snippet of working code is worth a 1000 clever suggestions.

About

Unity3D project set up for making a turn based roguelike

Resources

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9 stars

Watchers

1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Steed's Broglike Starter

This is a 2017.3.0f3 Unity3D project that has been laid out for prototyping a roguelike in the manner of Michael Brough. This package assumes an intermediate understanding of Unity and some healthy skepticism towards my approach.

I have addressed all the details that I consider essential:

  • It's playable. You can die and restart. Ready to be refactored into something new.
  • Procedural. No physics. Everything is run from one place. A roguelike is a complex board game, the order of actions determines life or death. (You can add physics, I won't judge.)
  • All things on the map are interchangeable - a good position from which to develop crazy polymorphs, traps, and factions. Things have an x,y,z position because some projects might want to chuck stuff into the z axis (terrain, totem-pole-stacks, actual 3D!).
  • Enum Madness: All things are created from a 32 bit integer. Bitwise flags are used to pack most of the essential states into one int. This allows for very fast prototyping and map generation. It's not scaleable, don't rely on it too much.
  • Basic UI like a popup, getting the camera to follow an offset view (an adjustable RectTransform on the UI canvas), stat bars / text, a log - all done.
  • Main Scene workshop: All prefabs are in the Main scene to be modified and updated. The engine deletes them on start up.
  • Thing Prefabs: Player, Mon(ster), Wall, Hard Wall (indestructible), Shot, and Loot. These last two are special because I realised they needed to stack and allow you to walk over them. As a compromise they use a special trigger lookup table, sort of like a trap (you could turn a loot into one for example).
  • Recycling. Always assume mass-spawning is possible. And hilarious.
  • Particle Emitter prefabs. Self recycling - go crazy.
  • AI: Just a basic floodfill. I might add A* (I write a pretty fast A*), but flooding is more efficient with swarms (common to roguelikes). It can be debugged by clicking on the Map GameObject at run time - the numbers will show up in the editor scene view.
  • Texture Preprocessor. Unity's default texture import settings hate pixel art.
  • Lightweight tween class: I need to swap this out for AnimationCurves, when I figure out how to get them to tween arbitrary Vector3s at runtime.

I am open to suggestions for improvement. Including dependencies (libraries) is unsustainable, but useful Asset Store links are welcome, I will add them below. If you have an idea, say it with C#. A snippet of working code is worth a 1000 clever suggestions.

About

Unity3D project set up for making a turn based roguelike

Resources

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9 stars

Watchers

1 watching

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Steed's Broglike Starter

This is a 2017.3.0f3 Unity3D project that has been laid out for prototyping a roguelike in the manner of Michael Brough. This package assumes an intermediate understanding of Unity and some healthy skepticism towards my approach.

I have addressed all the details that I consider essential:

  • It's playable. You can die and restart. Ready to be refactored into something new.
  • Procedural. No physics. Everything is run from one place. A roguelike is a complex board game, the order of actions determines life or death. (You can add physics, I won't judge.)
  • All things on the map are interchangeable - a good position from which to develop crazy polymorphs, traps, and factions. Things have an x,y,z position because some projects might want to chuck stuff into the z axis (terrain, totem-pole-stacks, actual 3D!).
  • Enum Madness: All things are created from a 32 bit integer. Bitwise flags are used to pack most of the essential states into one int. This allows for very fast prototyping and map generation. It's not scaleable, don't rely on it too much.
  • Basic UI like a popup, getting the camera to follow an offset view (an adjustable RectTransform on the UI canvas), stat bars / text, a log - all done.
  • Main Scene workshop: All prefabs are in the Main scene to be modified and updated. The engine deletes them on start up.
  • Thing Prefabs: Player, Mon(ster), Wall, Hard Wall (indestructible), Shot, and Loot. These last two are special because I realised they needed to stack and allow you to walk over them. As a compromise they use a special trigger lookup table, sort of like a trap (you could turn a loot into one for example).
  • Recycling. Always assume mass-spawning is possible. And hilarious.
  • Particle Emitter prefabs. Self recycling - go crazy.
  • AI: Just a basic floodfill. I might add A* (I write a pretty fast A*), but flooding is more efficient with swarms (common to roguelikes). It can be debugged by clicking on the Map GameObject at run time - the numbers will show up in the editor scene view.
  • Texture Preprocessor. Unity's default texture import settings hate pixel art.
  • Lightweight tween class: I need to swap this out for AnimationCurves, when I figure out how to get them to tween arbitrary Vector3s at runtime.

I am open to suggestions for improvement. Including dependencies (libraries) is unsustainable, but useful Asset Store links are welcome, I will add them below. If you have an idea, say it with C#. A snippet of working code is worth a 1000 clever suggestions.

About

Unity3D project set up for making a turn based roguelike

Resources

Stars

9 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Steed's Broglike Starter

This is a 2017.3.0f3 Unity3D project that has been laid out for prototyping a roguelike in the manner of Michael Brough. This package assumes an intermediate understanding of Unity and some healthy skepticism towards my approach.

I have addressed all the details that I consider essential:

  • It's playable. You can die and restart. Ready to be refactored into something new.
  • Procedural. No physics. Everything is run from one place. A roguelike is a complex board game, the order of actions determines life or death. (You can add physics, I won't judge.)
  • All things on the map are interchangeable - a good position from which to develop crazy polymorphs, traps, and factions. Things have an x,y,z position because some projects might want to chuck stuff into the z axis (terrain, totem-pole-stacks, actual 3D!).
  • Enum Madness: All things are created from a 32 bit integer. Bitwise flags are used to pack most of the essential states into one int. This allows for very fast prototyping and map generation. It's not scaleable, don't rely on it too much.
  • Basic UI like a popup, getting the camera to follow an offset view (an adjustable RectTransform on the UI canvas), stat bars / text, a log - all done.
  • Main Scene workshop: All prefabs are in the Main scene to be modified and updated. The engine deletes them on start up.
  • Thing Prefabs: Player, Mon(ster), Wall, Hard Wall (indestructible), Shot, and Loot. These last two are special because I realised they needed to stack and allow you to walk over them. As a compromise they use a special trigger lookup table, sort of like a trap (you could turn a loot into one for example).
  • Recycling. Always assume mass-spawning is possible. And hilarious.
  • Particle Emitter prefabs. Self recycling - go crazy.
  • AI: Just a basic floodfill. I might add A* (I write a pretty fast A*), but flooding is more efficient with swarms (common to roguelikes). It can be debugged by clicking on the Map GameObject at run time - the numbers will show up in the editor scene view.
  • Texture Preprocessor. Unity's default texture import settings hate pixel art.
  • Lightweight tween class: I need to swap this out for AnimationCurves, when I figure out how to get them to tween arbitrary Vector3s at runtime.

I am open to suggestions for improvement. Including dependencies (libraries) is unsustainable, but useful Asset Store links are welcome, I will add them below. If you have an idea, say it with C#. A snippet of working code is worth a 1000 clever suggestions.

About

Unity3D project set up for making a turn based roguelike

Resources

Stars

9 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Steed's Broglike Starter

This is a 2017.3.0f3 Unity3D project that has been laid out for prototyping a roguelike in the manner of Michael Brough. This package assumes an intermediate understanding of Unity and some healthy skepticism towards my approach.

I have addressed all the details that I consider essential:

  • It's playable. You can die and restart. Ready to be refactored into something new.
  • Procedural. No physics. Everything is run from one place. A roguelike is a complex board game, the order of actions determines life or death. (You can add physics, I won't judge.)
  • All things on the map are interchangeable - a good position from which to develop crazy polymorphs, traps, and factions. Things have an x,y,z position because some projects might want to chuck stuff into the z axis (terrain, totem-pole-stacks, actual 3D!).
  • Enum Madness: All things are created from a 32 bit integer. Bitwise flags are used to pack most of the essential states into one int. This allows for very fast prototyping and map generation. It's not scaleable, don't rely on it too much.
  • Basic UI like a popup, getting the camera to follow an offset view (an adjustable RectTransform on the UI canvas), stat bars / text, a log - all done.
  • Main Scene workshop: All prefabs are in the Main scene to be modified and updated. The engine deletes them on start up.
  • Thing Prefabs: Player, Mon(ster), Wall, Hard Wall (indestructible), Shot, and Loot. These last two are special because I realised they needed to stack and allow you to walk over them. As a compromise they use a special trigger lookup table, sort of like a trap (you could turn a loot into one for example).
  • Recycling. Always assume mass-spawning is possible. And hilarious.
  • Particle Emitter prefabs. Self recycling - go crazy.
  • AI: Just a basic floodfill. I might add A* (I write a pretty fast A*), but flooding is more efficient with swarms (common to roguelikes). It can be debugged by clicking on the Map GameObject at run time - the numbers will show up in the editor scene view.
  • Texture Preprocessor. Unity's default texture import settings hate pixel art.
  • Lightweight tween class: I need to swap this out for AnimationCurves, when I figure out how to get them to tween arbitrary Vector3s at runtime.

I am open to suggestions for improvement. Including dependencies (libraries) is unsustainable, but useful Asset Store links are welcome, I will add them below. If you have an idea, say it with C#. A snippet of working code is worth a 1000 clever suggestions.

About

Unity3D project set up for making a turn based roguelike

Resources

Stars

9 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Steed's Broglike Starter

This is a 2017.3.0f3 Unity3D project that has been laid out for prototyping a roguelike in the manner of Michael Brough. This package assumes an intermediate understanding of Unity and some healthy skepticism towards my approach.

I have addressed all the details that I consider essential:

  • It's playable. You can die and restart. Ready to be refactored into something new.
  • Procedural. No physics. Everything is run from one place. A roguelike is a complex board game, the order of actions determines life or death. (You can add physics, I won't judge.)
  • All things on the map are interchangeable - a good position from which to develop crazy polymorphs, traps, and factions. Things have an x,y,z position because some projects might want to chuck stuff into the z axis (terrain, totem-pole-stacks, actual 3D!).
  • Enum Madness: All things are created from a 32 bit integer. Bitwise flags are used to pack most of the essential states into one int. This allows for very fast prototyping and map generation. It's not scaleable, don't rely on it too much.
  • Basic UI like a popup, getting the camera to follow an offset view (an adjustable RectTransform on the UI canvas), stat bars / text, a log - all done.
  • Main Scene workshop: All prefabs are in the Main scene to be modified and updated. The engine deletes them on start up.
  • Thing Prefabs: Player, Mon(ster), Wall, Hard Wall (indestructible), Shot, and Loot. These last two are special because I realised they needed to stack and allow you to walk over them. As a compromise they use a special trigger lookup table, sort of like a trap (you could turn a loot into one for example).
  • Recycling. Always assume mass-spawning is possible. And hilarious.
  • Particle Emitter prefabs. Self recycling - go crazy.
  • AI: Just a basic floodfill. I might add A* (I write a pretty fast A*), but flooding is more efficient with swarms (common to roguelikes). It can be debugged by clicking on the Map GameObject at run time - the numbers will show up in the editor scene view.
  • Texture Preprocessor. Unity's default texture import settings hate pixel art.
  • Lightweight tween class: I need to swap this out for AnimationCurves, when I figure out how to get them to tween arbitrary Vector3s at runtime.

I am open to suggestions for improvement. Including dependencies (libraries) is unsustainable, but useful Asset Store links are welcome, I will add them below. If you have an idea, say it with C#. A snippet of working code is worth a 1000 clever suggestions.

About

Unity3D project set up for making a turn based roguelike

Resources

Stars

9 stars

Watchers

1 watching

Forks

Releases

Packages

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Steed's Broglike Starter

This is a 2017.3.0f3 Unity3D project that has been laid out for prototyping a roguelike in the manner of Michael Brough. This package assumes an intermediate understanding of Unity and some healthy skepticism towards my approach.

I have addressed all the details that I consider essential:

  • It's playable. You can die and restart. Ready to be refactored into something new.
  • Procedural. No physics. Everything is run from one place. A roguelike is a complex board game, the order of actions determines life or death. (You can add physics, I won't judge.)
  • All things on the map are interchangeable - a good position from which to develop crazy polymorphs, traps, and factions. Things have an x,y,z position because some projects might want to chuck stuff into the z axis (terrain, totem-pole-stacks, actual 3D!).
  • Enum Madness: All things are created from a 32 bit integer. Bitwise flags are used to pack most of the essential states into one int. This allows for very fast prototyping and map generation. It's not scaleable, don't rely on it too much.
  • Basic UI like a popup, getting the camera to follow an offset view (an adjustable RectTransform on the UI canvas), stat bars / text, a log - all done.
  • Main Scene workshop: All prefabs are in the Main scene to be modified and updated. The engine deletes them on start up.
  • Thing Prefabs: Player, Mon(ster), Wall, Hard Wall (indestructible), Shot, and Loot. These last two are special because I realised they needed to stack and allow you to walk over them. As a compromise they use a special trigger lookup table, sort of like a trap (you could turn a loot into one for example).
  • Recycling. Always assume mass-spawning is possible. And hilarious.
  • Particle Emitter prefabs. Self recycling - go crazy.
  • AI: Just a basic floodfill. I might add A* (I write a pretty fast A*), but flooding is more efficient with swarms (common to roguelikes). It can be debugged by clicking on the Map GameObject at run time - the numbers will show up in the editor scene view.
  • Texture Preprocessor. Unity's default texture import settings hate pixel art.
  • Lightweight tween class: I need to swap this out for AnimationCurves, when I figure out how to get them to tween arbitrary Vector3s at runtime.

I am open to suggestions for improvement. Including dependencies (libraries) is unsustainable, but useful Asset Store links are welcome, I will add them below. If you have an idea, say it with C#. A snippet of working code is worth a 1000 clever suggestions.

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Unity3D project set up for making a turn based roguelike

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