/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.
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/roguelike
Context preview
The summary Claude sees to decide when to auto-load this skill.
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.
SKILL.md
roguelike.SKILL.mdname: 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. Each actor gains energy each tick and acts when it has 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: # stable order avoids ties favoring one side
a.energy += a.speed # e.g. speed 100 = normal, 150 = hasted
if a.energy >= TURN_COST:
a.energy -= TURN_COST
return a # this actor takes exactly one action now3. 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 a proven FOV algorithm (recursive shadowcasting or symmetric shadowcasting). Do not roll a naive raycast-per-cell — it produces asymmetric, "blinking" vision. See refs.
Pitfalls / failure modes
- **Disconnected dungeons** → rooms the player can't reach. Always run a connectivity/flood-fill
pass and carve corridors until every walkable cell is reachable.
- **Naive FOV** → vision that flickers or is asymmetric (you see them, they don't see you).
Use shadowcasting; test symmetry.
- **Real-time loop pretending to be turn-based** → input races and double-moves. Resolve one
discrete turn at a time; queue input.
- **Flat difficulty** → no descent pressure. Scale monsters/loot by depth and keep resources scarce.
- **Permadeath that wipes meta-unlocks** → frustration. Separate *run* state (wiped) from
*profile* state (unlocks, scores) when saving (see `save-systems`
Read more
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. Each actor gains energy each tick and acts when it has 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: # stable order avoids ties favoring one side
a.energy += a.speed # e.g. speed 100 = normal, 150 = hasted
if a.energy >= TURN_COST:
a.energy -= TURN_COST
return a # this actor takes exactly one action now3. 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 a proven FOV algorithm (recursive shadowcasting or symmetric shadowcasting). Do not roll a naive raycast-per-cell — it produces asymmetric, "blinking" vision. See refs.
Pitfalls / failure modes
- **Disconnected dungeons** → rooms the player can't reach. Always run a connectivity/flood-fill
pass and carve corridors until every walkable cell is reachable.
- **Naive FOV** → vision that flickers or is asymmetric (you see them, they don't see you).
Use shadowcasting; test symmetry.
- **Real-time loop pretending to be turn-based** → input races and double-moves. Resolve one
discrete turn at a time; queue input.
- **Flat difficulty** → no descent pressure. Scale monsters/loot by depth and keep resources scarce.
- **Permadeath that wipes meta-unlocks** → frustration. Separate *run* state (wiped) from
*profile* state (unlocks, scores) when saving (see `save-systems`
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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