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# 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 :/_