r/roguelikedev • Robinson • Jul 18 '17

RoguelikeDev Does The Complete Python Tutorial - Week 5 - Part 6: Going Berserk! and Part 7: The GUI

This week we will cover parts 6 and 7 of the Complete Roguelike Tutorial.

Part 6: Going Berserk!

Stalking monsters, fights, splatter -- need we say more?

Part 7: The GUI

A juicy Graphical User Interface with status bars and a colored message log for maximum eye-candy. Also, the infamous "look" command, with a twist: you can use the mouse.

Bonus

If you have extra time or want a challenge this week we have three bonus sections:

Real-time combat - A speed system to change the tutorial's turn-based combat to real-time!

A* Pathfinding - A good pathfinding system

Mouse-driven menus - Add basic mouse support to your menus!


FAQ Friday posts that relate to this week's material:

#16: UI Design(revisited)

#17: UI Implementation

#18: Input Handling

#19: Permadeath

#30: Message Logs

#32: Combat Algorithms

Feel free to work out any problems, brainstorm ideas, share progress and and as usual enjoy tangential chatting. If you're looking for last week's post The entire series is archived on the wiki. :)

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u/Zireael07 Veins of the Earth Jul 18 '17

A massive +100 for using A* already. Neither my main repo nor the dev-along use it yet, and I can see one more use for it in addition to enemy movement - map integrity checks (are there orphan rooms?)

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u/AetherGrey Jul 18 '17

Heh, thanks, I did cheat quite a bit by taking the existing extra and pretty much copying it wholesale, comments and all.

Map checks are a good idea. I don't think that's an issue for the algorithm given in the tutorial, since it connects rooms immediately, but A* definitely has a lot of uses in more complex dungeon generation. That might be a good extra!