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/roguelike

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

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awesome-gamedev-agent-skills
6.3k77 skills

Claude Code

$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike --agent claude-code

SKILL.md

roguelike.SKILL.md
name: roguelike
description: >
  Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view,
  and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

Roguelike

A playbook for roguelikes — the turn engine, procedural dungeons, field-of-view, permadeath, and run economy. This is a **compositional** skill: it orchestrates procedural generation, tilemaps, save handling, and AI into a run-based game. It does not re-teach noise/RNG or tilemap APIs; it defines the loop and the systems that make a *run* compelling.

When to use

  • Use when building a **turn-based, grid-based** dungeon crawler where each death ends the

run and the world is regenerated — a roguelike or "roguelite" (with meta-progression).

  • Use when designing procedural dungeons, FOV/fog-of-war, permadeath stakes, or loot tables.

**When *not* to use:** real-time action with roguelike *dressing* → build the action genre (`platformer`/`fps-shooter`) and layer `procedural-gen`. Deep stats/quests/dialogue without permadeath → `rpg`. Open-world needs/crafting → `survival-crafting`.

What makes it a roguelike (design anchor)

The community reference is the **Berlin Interpretation** (RogueBasin, IRDC 2008): a set of "roguelikeness" factors, not a checklist. The high-value ones are the design targets: **random environment generation, permadeath, turn-based, grid-based, non-modal** (all actions in one mode), **complexity** (many item/monster interactions), **resource management**, **hack-and-slash**, and **exploration & discovery**. Lean into these to feel roguelike; pick which to keep deliberately. "Roguelite" usually relaxes permadeath with meta-progression.

Core loop

**Take a turn (move / fight / use) → the world resolves its turn → see new state → descend / loot / survive → die and restart with a fresh dungeon.** Replayability comes from the *world* changing each run, not the player memorizing a fixed layout.

Must-have systems

1. **Turn scheduler** — energy/initiative system so fast actors act more often (Pattern 2). 2. **Grid map + movement** — tile coordinates; bump-to-attack; blocked/walkable queries. 3. **Procedural dungeon generator** — rooms + corridors, or BSP/cellular; guarantee connectivity. 4. **Field of view + explored memory** — what's visible now vs. seen-before (Pattern 3 / refs). 5. **Combat + entities** — HP, attack/defense, status; monsters obey the same rules as the player. 6. **Loot + drop tables** — weighted, depth-scaled item/monster spawning (refs). 7. **Permadeath + (optional) meta-progression** — wipe the run; persist only unlocks/score. 8. **Message log + clear UI** — the player reasons from text/state; surface numbers and events.

Design knobs

| Knob | Effect | Notes | |------|--------|-------| | Dungeon size / room count | run length, density | Scale with depth. | | Connectivity guarantee | no unreachable rooms | Always verify reachability after generation. | | Monster density / depth curve | difficulty ramp | Spawn by depth-weighted table. | | Loot rarity weights | power variance | Rarer = bigger swing; identify adds discovery. | | FOV radius / lighting | tension, information | Smaller radius = scarier, slower. | | Resource scarcity (food/HP/ammo) | pressure to descend | Core tension lever in classic RLs. | | Permadeath vs meta-progression | run stakes vs. retention | Roguelite softens the wall. | | Identification / unknowns | exploration value | Unidentified items reward experimentation. | | Seedable RNG | daily runs, debugging | Always allow a fixed seed (see `procedural-gen`). |

Patterns

1. Deterministic, seedable run RNG

# Pseudocode. One seeded RNG per run makes dungeons reproducible (daily runs, bug repro).
run_seed = chosen_seed or random_seed()
rng = Rng(run_seed)                 # use your engine's seedable RNG, not global random
dungeon = generate_dungeon(rng, depth)   # same seed + depth => same dungeon
# Persist run_seed in the save so a crash can resume the same world (see save-systems).

2. Energy-based turn scheduler (speeds differ)

# Pseudocode. Actors gain energy each tick and act when they have enough.
# Faster actors gain more per tick, so they act more often — no fixed "player then enemies".
TURN_COST = 100
def next_actor(actors):
    while True:
        for a in actors:                 # 1) serve anyone already ready, in a stable order
            if a.energy >= TURN_COST:
                a.energy -= TURN_COST    #    (or the cost of the action they choose)
                return a                 #    this actor takes exactly one action now
        for a in actors:                 # 2) nobody is ready: advance time for everyone at once
            a.energy += a.speed          #    e.g. speed 100 = normal, 150 = hasted, 50 = slowed

Grant energy to everyone in a separate pass. Adding it inside the same loop that returns the first ready actor starves every actor after it: with two speed-100 actors, the first one acts every time and the second never does.

3. Field of view + explored memory

# Pseudocode. Recompute visibility from the player each time they move.
visible = compute_fov(map, player.pos, radius=8)   # symmetric shadowcasting (see refs)
for cell in visible:
    explored.add(cell)                  # remember it forever (dim "fog of war")
# Render: visible -> lit; explored-but-not-visible -> dim; never-seen -> hidden.

Use symmetric shadowcasting (refs §3): if you can see a monster, it can see you. Classic recursive shadowcasting is fast but not symmetric, and a naive raycast per cell gives blind spots and "blinking" vision. If a library is available, use its symmetric mode (python-tcod's `compute_fov` takes `FOV_SYMMETRIC_SHADOWCAST` as its algorithm).

Pitfalls / failure modes

  • **Disconnected dungeons** → rooms the player can't reach. Always run a connectivity/flood-fill

pass and carve corridor

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Questions about roguelike.

Which coding agents can use roguelike?
roguelike installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.