docs: add a proper README
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ibd89741c4e6ce51ba139b6dbe8fa0fcf6a6a6964
This commit is contained in:
parent
e14af1f9f0
commit
cc2e06fffb
1 changed files with 120 additions and 2 deletions
122
README.md
122
README.md
|
|
@ -1,3 +1,121 @@
|
|||
# rogged
|
||||
# Rogged
|
||||
|
||||
I got rogged :/
|
||||
Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to
|
||||
serve as a learning opportunity. Rogged is basically a classic roguelike where
|
||||
you descend through floors of a procedurally generated dungeon, fighting
|
||||
enemies, managing inventory, and trying to reach the bottom alive.
|
||||
|
||||
A non-exhaustive list of its (current) features:
|
||||
|
||||
- Turn-based combat with damage variance, critical hits, dodge, and block
|
||||
mechanics
|
||||
- Damage classes (Slash, Impact, Pierce, Fire, and Poison)
|
||||
- Status effects (Poison, Bleed, Stun, Weaken, and Burn)
|
||||
- Various enemy classes (Goblin, Skeleton, Orc) with distinct resistance
|
||||
profiles
|
||||
- Procedural dungeon generation with rooms and corridors, seeded per floor
|
||||
- Inventory and equipment system (weapons, armor, potions)
|
||||
- Procedural audio via raylib
|
||||
- ASCII-inspired tile rendering, with HP bars and floating damage text
|
||||
|
||||
**Controls:**
|
||||
|
||||
| Key | Action |
|
||||
| ------------- | ----------------------------------- |
|
||||
| WASD / Arrows | Move or attack |
|
||||
| G | Pick up item |
|
||||
| I | Open inventory |
|
||||
| U | Use a potion |
|
||||
| E | Equip item from inventory |
|
||||
| D | Drop item |
|
||||
| Y / N | Confirm / decline descending stairs |
|
||||
| R | Restart (on game over) |
|
||||
| Q | Quit |
|
||||
|
||||
## Build Instructions
|
||||
|
||||
Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will
|
||||
need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2.
|
||||
Those might change in the future.
|
||||
|
||||
Additionally you will need `clang-format` and `just` for the developer workflow
|
||||
if you plan to contribute.
|
||||
|
||||
### Using Nix (Recommended)
|
||||
|
||||
The recommended developer tooling is [Nix](https://nixos.org). This provides a
|
||||
pure, reproducible devshell across all machines.
|
||||
|
||||
```sh
|
||||
# Enter the development shell
|
||||
$ nix develop
|
||||
|
||||
# Build and run
|
||||
$ just dev
|
||||
```
|
||||
|
||||
### Manual Build
|
||||
|
||||
```sh
|
||||
# Full build
|
||||
$ zig build
|
||||
|
||||
# Build and run
|
||||
$ zig build run
|
||||
|
||||
# or
|
||||
$ just dev
|
||||
```
|
||||
|
||||
### Task Runner Commands
|
||||
|
||||
There's a `Justfile` designed to make common tasks somewhat easier. For now,
|
||||
they are as follows:
|
||||
|
||||
```sh
|
||||
just build # zig build
|
||||
just dev # zig build run
|
||||
just clean # remove zig-out/ and .zig-cache/
|
||||
just fmt # format all C and Zig source files
|
||||
just fmt-check # check formatting
|
||||
```
|
||||
|
||||
If the project gets more complicated, new tasks might be added.
|
||||
|
||||
## Future Plans
|
||||
|
||||
The game is currently **playable end-to-end** but it lacks _serious_ polish to
|
||||
claim its place as a fun roguelike. Some of the features I'd like to introduce,
|
||||
in no particular order, are as follows:
|
||||
|
||||
- [ ] **Save / Load system** - Persist and restore game state between sessions
|
||||
- [ ] **More enemy variety** - Additional enemy types with unique abilities
|
||||
- [ ] **More item variety** - Rings, wands, scrolls, and cursed items
|
||||
- [ ] **Multiple floors beyond 5** - Endless or configurable depth
|
||||
- [ ] **Test suite** - Unit tests for combat math, dungeon generation, and RNG
|
||||
- [ ] **Field of view** - Fog of war and line-of-sight mechanics
|
||||
- [ ] **Level transitions** - Upward stairs and floor teleportation
|
||||
- [ ] **Achievements / death log** - Track runs and causes of death with a
|
||||
leaderboard
|
||||
- [ ] **UI polish** - Better message log history, item descriptions, death
|
||||
screen
|
||||
|
||||
In addition, it might be interesting to allow customizing the "world state" by
|
||||
as scripting API. Though, that is for much later.
|
||||
|
||||
## Attributions
|
||||
|
||||
[Shattered Pixel Dungeon]: https://github.com/00-Evan/shattered-pixel-dungeon
|
||||
[Raylib]: https://www.raylib.com
|
||||
|
||||
This project draws a fair bit of inspiration from [Shattered Pixel Dungeon].
|
||||
While the mechanics are generally different, and commit to remain as such, I
|
||||
cannot deny the amount of inspiration & ideas Shattered Pixel Dungeon has given
|
||||
me. It's a GPL licensed project, and no code was borrowed. Still, some
|
||||
resemblance may occur.
|
||||
|
||||
Additionally, _huge_ thanks to [Raylib] for how easy it made graphics and audio.
|
||||
This was perhaps my best experience in developing a graphical application, and
|
||||
CERTAINLY the most ergonomic when it comes to writing a game.
|
||||
|
||||
_I got rogged :/_
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue