
Roguelike Prototype
A downloadable game
Creator: Icefurnace83
What to do: Nothing in this earlier build but explore the 1000*1000 tile world and take in the sights. Don't try to find the edge, it wraps around for a continuous experience
Press F1 in game for help with controls
Currently any key press, even if it does nothing, progresses game time one/sixth tick
**Keypad controls** have been added retrospectively for easier navigation, but was never fully implemented in this version so results may vary
=== Info Dump ===
Natural World Generation in layers:
-> water covers entire map
-> shallow water currents with pockets at each point randomly spread throughout entire map
-> stone landmasses of set size randomly form at set points and grow, some shallow water pockets remain landlocked to form small ponds
-> beaches surround stone landmasses but don't replace shallow water
-> ice and snow set in at polar caps
-> all remaining stone landmasses converted to biome ground types from set radial locations
-> biome type is determined by rows, forming ribbons
(transitions "softened" in later versions)
-> deserts form at set size and set point
-> can change type to marsh depending on if in shallow water or not
-> retreats from ice, snow and dense forests
-> natural animal paths/trails laid at set point to form "safe" paths that terrain won't block
-> mountains/dense tree terrain form at set size at set point with different scatter terrain borders sizes
-> Can layer them to form larger and different shapes
-> dense trees can cover only certain biome types and tree types change accordingly
-> dense tree type can change if in water (mangrove)
-> different dungeon cave types carved into set terrain at fixed points
-> darken visibility upon entering
-> classic rogue-like obscured vision is in place partially for these areas
(modified and expanded greatly in future revisions)
-> volcanoes can be made by layering ashfield -> mountain -> carve lava dungeon
-> lighten visibility upon entering
-> manufactured paths/roads/trails carve paths through all terrain
-> buildings placed (barebones so far, more types and shapes planned)
(greatly expanded upon in future revisions)
-> move on to Manufactured World Generation and when finished return to perform a final sweep of all unoccupied biome tiles placing biome themed foliage and other scatter. (future revisions prevents scatter from blocking access to areas, the entire map is traversable)
Biomes so far:
snow/ice - frost instead of foliage
taiga - many trees and some ice flowers
forest - some trees and some flowers
grassland - few trees and wild flowers
savanna - some cacti, bushes and succulents
rainforest - many trees some vines and orchids
jungle - many trees, many vines and blossoms
water - driftwood, seaweed
beach - seashells instead of foliage
desert - some cacti and few succulents
marsh - many reeds
dense forest - many trees
mangrove - many trees
mountain - boulders instead of foliage
ashfields - burns trees, creates molten slag and ash
Some layers during world generation may be placed out of order to initiate different behaviours for random variance
(*Some landmasses or terrain features may fail to generate in this earlier version)
AI
This prototype still has some traces of basic enemy spawning and pathfinding before being put aside to work on other features.
Featured in this demonstration:
70 animal types that will flee the player and 70 monster types that will idle or seek the player. (and then do nothing, no code yet)
animal/monster is picked at random and type is determined by the type of tile that it first spawned on (can it fly, swim etc)
level of monster/animal is determined by distance from initial player spawn. Making for more risk to venture from safety. No combat has been implemented yet so these stats are hidden from the player for now. Any other AI or the player is a valid target for seeking/fleeing and herd behavior has been witnessed in testing.
Much more is in development for AI including implementing a needs/wants system to give AI basic goals and desires.
Manufactured World Generation:
This version has only a few bare bones prototypes, there have been further advancements including classic Rogue style dungeons that can be laid down anywhere, procedurally generated houses that split into different room arrangements with some of those removed at the end for shape variety.
RENDERING ENGINE:
The tile painter picks from a palette of 2-4 characters, 2-3 background colours and 2-3 foreground colours at generation. Between 8 and 36 possible looks for each of 30 different tile types in this older version.
The colour of each tile is adjusted for time of day and whether it's in a dark cave or other environment that blocks sunlight.
The player character is also casting a light around them which is more obvious in the dark and can be used to simulate a torch nicely when the radius is increased. Any tile more then a step or two outside this range is dimmed progressively darker the further from the player. This effect is barely noticeable during the day but ramps up to almost no visibility at night without a torch equipped.
Credits to the following artists whose works have been used for splash screens in this project:
artist - https://unsplash.com/@35mmtodgt
original - https://unsplash.com/photos/a-lake-with-a-boat-in-it-surrounded-by-mountains-SHE...
artist - https://unsplash.com/@kalenemsley
original - https://unsplash.com/photos/green-mountain-across-body-of-water-Bkci_8qcdvQ
artist - https://unsplash.com/@tetiana_gry
original - https://unsplash.com/photos/brown-and-black-mountain-under-white-clouds-80x3QULJ...
artist - https://unsplash.com/@sakulich
original - https://unsplash.com/photos/pine-trees-field-near-mountain-under-sunset--heLWtuA...
(This prototype has been shelved as a newer render engine is being written that leverages Pygame for graphics and sound)
The build as of 28/03/2026 (no playable demo yet sorry)
An art conversion tool I am working on
| Updated | 7 days ago |
| Published | 12 days ago |
| Status | Prototype |
| Author | IceFurnace83 |
| Genre | Role Playing |
| Tags | 2D, Dungeon Crawler, Fantasy, Procedural Generation, Prototype, Retro, Roguelike, Top-Down, Turn-based |
| Average session | A few seconds |
| Languages | English |
| Inputs | Keyboard |
| Content | No generative AI was used |




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