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4.0 4.0 0.0 13.26 MB

A roguelite game, mashup of Eskiv and the countless Roguelike games

Home Page: https://crul.github.io/Rogueskiv/

License: GNU Affero General Public License v3.0

C# 99.54% Makefile 0.08% Shell 0.05% Batchfile 0.05% NSIS 0.28%

rogueskiv's People

Contributors

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Stargazers

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rogueskiv's Issues

Roadmap / Brainstorming

Easy ones

  • more enemy types
  • more terrains:
    • water (slow down)
    • ice (slippery)
    • lava (makes damage)
    • ...?
  • more items:
    • armor to increase max health
    • extra sensory perception (to see enemies behind walls)
    • ...?
  • traps
  • more mechanics:
    • closed doors and keys
    • secret areas (revealed by map revealer o crashing into the wall)
    • ...?
  • special win: reach upstairs on 1st floor after getting the amulet

More complex ones

  • player classes: warrior, wizard, rogue (?)
  • player habilities (?)
  • puzzle rooms
  • shops
  • pets (?)
  • boss or boss-alike screens; in some levels add a final "stage/screen" in which you need to play a flavored type of eskiv to continue
  • special level alla-sokobon with turn-based / real-time mix - inspired by Nova 111 https://youtu.be/1ythOI5yEqw?t=22s

Tools

  • death screen & game statistics (times/damage/items/fully-revealed per level)
  • record player inputs & replay games
  • custom maps via text files in game modes

Technical Debt

Things left out from the first release:

  • review TODO comments
  • handle exceptions and write crash log
  • 32 bits version
  • linux version
  • iOS version
  • pauseOnEnterFloor config option
  • items (food, map revealer, torch) probability per level config option
  • configurable keys
  • off-screen culling
  • proper GUI reusable controls
  • move floor / level handling to RogueskivGame and reuse Systems and Renderers (change only Components)
  • render "game elements" (not pop-ups, health bar, ...) through a buffer (before FOV) to apply FOV consistently
    (now the enemies are visible out of FOV when exiting to a non-visible tile)
  • TILE_SIZE / 2 => HALF_TILE_SIZE (... others similar? PLAYER_SIZE / 2 ...)
  • (int) VS Convert.ToIntXx
  • VisibleComp (extracted from PositionComp)
  • SDL Flags
  • internal (Seedwork only) SDL classes
  • sprite images format? (GIF..?)
  • handle not-fully connected boards on SpawnSys
  • non-reproducible render bugs on changing floors (buffer related?)
  • naming
    • Map VS Board
    • Floor VS Level

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