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RedBox v0.1, old fashion roguelike

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So, after some prototypes and some adventures in the isometric universe, I took a step back to good old ascii roguelike.
I also switched from C++ to good old ansi C.
I kept SFML, in its C flavor, CSFML.

Why C?
I love C++, but simply it seems I can't get a whole game out of it... I always end wasting time in over-engineered solutions, and the last kid in town, Entity-Component paradigm, has done its part.
Sometime less is better. It was better for me, at least.
I discovered you can also live well without classes, templates, inheritance, polymorphism and all the OOP stuff. The more, I discovered I am more productive. So here I am.

The RedBox Engine
So, what is this RedBox Engine? I am making the core mechanics of a system capable of running a D&D RedBox adventure module. The actual game will be data driven, with a bunch of files to give in input to the executable.
In this first release (which is not a release at all, but only a video), I reached my goals:

  • have a procedurally generated character (choosed random between the classic ones: fighter, thief, magic-user, cleric, elf, dwarf and halfling)
  • load a world made of one area
  • have a procedurally generated forest to walk in, with some items on the ground
  • have the player be able to walk around, look, pick up items, drop'em and equip'em

    Character name is also randomized, and every class has its own name generator (so I have fighters names, clerics names and so on).
    Emphasis has been placed on a clear interface, in which player can visualize all the important stuff in the main window. So character sheet, equipped items, messages and the list of commands (something that many roguelike creators tend to consider less important) are all in the main screen with the game field and the area display.

    Ok, but the game?
    There's no a game yet. I am reading some old Dragon magazine to find a suitable one, but the very first game will probably be the solo adventure in the Player's Handbook (the one in Bargle's lair with goblins and skeletons, do you remember?).

    The big picture
    It will be great if I could load a game module, play it with my character, survive 'till the end, export the character and import in another module. It will be great if a module editor could be used to create and edit the files needed. Maybe in a community of creators. With online character's sheets. With...

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I like the idea of the export import a character. It would feel like you were playing a paper version of D n D. :)

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Know what you mean about reverting to C. The thing I found I just can't live without in C though is destructors. Having to jump through so many hoops to get deterministic destruction of resources (especially strings) is a nightmare.


Came up with a few new techniques to deal with it that were far better than the approaches I used in C pre my C++ days, but ultimately if I wanted to write C I'd probably still just use a C++ compiler but limit the features I used. You get stronger type safety into the bargain too.

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