forked from NotAShelf/rogged
docs: move README to docs/; reword most sections
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ida6ac152f3fa71ceb1d980afba9a82fc6a6a6964
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# Rogged
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Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to
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serve as a learning opportunity. Rogged is basically a classic roguelike where
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you descend through floors of a procedurally generated dungeon, fighting
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enemies, managing inventory, and trying to reach the bottom alive.
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Turn-based, infinite roguelike dungeon crawler built with C99 and with a dash of
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Zig. Meant to serve primarily, but not exclusively, as a learning opportunity.
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Rogged is basically a classic roguelike where you descend through floors of a
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procedurally generated dungeon, fighting enemies, managing inventory, and trying
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to reach the bottom alive or die chasing a highscore!
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A non-exhaustive list of its (current) features:
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The game itself, be it the code or mechanics, is _heavily_ in development. For
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now, a non-exhaustive list of its (current) features are as follows:
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- Turn-based combat with damage variance, critical hits, dodge, and block
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mechanics
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@ -18,33 +20,27 @@ A non-exhaustive list of its (current) features:
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- Procedural audio via raylib
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- ASCII-inspired tile rendering, with HP bars and floating damage text
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**Controls:**
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| Key | Action |
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| ------------- | ----------------------------------- |
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| WASD / Arrows | Move or attack |
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| G | Pick up item |
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| I | Open inventory |
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| U | Use a potion |
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| E | Equip item from inventory |
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| D | Drop item |
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| Y / N | Confirm / decline descending stairs |
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| R | Restart (on game over) |
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| Q | Quit |
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There are still some features lacking polish, or lacking _any_ kind of attention
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to be viable. For a semi-complete list of things that need to be done, see the
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[future plans section](#future-plans).
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## Build Instructions
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Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will
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need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2.
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Those might change in the future.
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Additionally you will need `clang-format` and `just` for the developer workflow
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if you plan to contribute.
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Rogged is built on a relatively simple stack. It uses C99 for the main game
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logic, and Zig for the combat library. Besides `raylib` and `pkg-config`, you
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only need the core Zig tooling. For now the required Zig version is 0.15.2, but
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this might change in the future. Additionally, you will need `clang-format` and
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`just` for common development tasks in the case you plan to contribute. For
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building, Zig is enough.
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### Using Nix (Recommended)
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The recommended developer tooling is [Nix](https://nixos.org). This provides a
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pure, reproducible devshell across all machines.
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The _recommended_ way of developing this project is using
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[Nix](https://nixos.org) and relying on devshells for pure, reproducible
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developer environment across all machines.
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If you are a [Direnv](https://direnv.net) user, you may simply run
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`direnv allow` or you may use `nix develop` to enter the default shell.
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```sh
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# Enter the development shell
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@ -56,6 +52,9 @@ $ just dev
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### Manual Build
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If you are allergic to good tooling and would rather use your system Zig, you
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may simply invoke `zig build` after acquiring Zig 0.15.2.
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```sh
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# Full build
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$ zig build
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@ -67,6 +66,8 @@ $ zig build run
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$ just dev
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```
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The Justfile provides commands that work across both methods.
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### Task Runner Commands
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There's a `Justfile` designed to make common tasks somewhat easier. For now,
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@ -84,10 +85,14 @@ If the project gets more complicated, new tasks might be added.
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## Future Plans
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The game is currently **playable end-to-end** but it lacks _serious_ polish to
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claim its place as a fun roguelike. Some of the features I'd like to introduce,
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in no particular order, are as follows:
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The game is currently **playable end-to-end**, but it lacks a fair bit of polish
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to claim its place as a fun, engaging roguelike you can just boot up and play.
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Some of the features that are planned for the future, in no particular order,
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are as follows:
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- [ ] **Better enemy AI** - The current AI is very simple.
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- [ ] **Fog of War** - Instead of loading the entire map, let the player
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discover the rooms
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- [ ] **Save / Load system** - Persist and restore game state between sessions
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- [ ] **More enemy variety** - Additional enemy types with unique abilities
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- [ ] **More item variety** - Rings, wands, scrolls, and cursed items
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@ -100,8 +105,9 @@ in no particular order, are as follows:
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- [ ] **UI polish** - Better message log history, item descriptions, death
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screen
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In addition, it might be interesting to allow customizing the "world state" by
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as scripting API. Though, that is for much later.
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Later down the line it might be an interesting choice to provide a scripting
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API, likely with Lua, to allow customizing the game state and events. Though,
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that is for much later.
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## Attributions
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@ -118,4 +124,6 @@ Additionally, _huge_ thanks to [Raylib] for how easy it made graphics and audio.
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This was perhaps my best experience in developing a graphical application, and
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CERTAINLY the most ergonomic when it comes to writing a game.
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---
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_I got rogged :/_
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