1. The one wiki to rule them all: RogueBasin
2. “Amit’s Game Programming Information”
While not strictly related to Roguelikes, Amit’s Game Programming Information has a number of links to various resources which can prove useful to Roguelike development. Among others, it has articles on pathfinding, line of site algorithms, AI programming, and other equally important facets of Roguelike development.
3. A few resources for A* pathfinding
– A* Pathfinding for Beginners: Very explanatory and clear. If I were rating these (which I’m not) I’d give it a 5/5.
– Path Finding Tutorial: A decent tutorial, explains some uses for A* other than monster AIs.
– Introduction to A* Pathfinding: Another good tutorial. I like this article because it has cats in it.
4. Several different algorithms for field of view computations
– Walls and Shadows in 2D: This article contains the explanation of an algorithm for lighting I’ve not yet implemented, although it does seem pretty promising.
5. Finally, a quick look at some dungeon generation algorithms
Dungeon generation is a key factor in most modern Roguelikes, so you want to be sure you’re doing it right. This is one of my favorite parts of Roguelike development, and something I’ll be touching on again in the future. There are a few different methods you can use: let’s take a quick look at some of the more interesting ones I’ve come across:
– Dungeon generation on the PCG wiki: The PCG (Procedural Content Generation) wiki has a number of resources for dungeon generation, and I’ve found it valuable in researching different methods of creating dungeons on more than one occasion.
– Rogue’s original dungeon generation algorithm: The dungeon creation algorithm used in the original Rogue game. It’s actually pretty nifty.
6. In finis…