Skip to content
FunCoding

Search

Search docs, Skills and MCP

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.

浏览器自动化1.4kskills/genres/roguelike/SKILL.md

Install

Send this to Claude Code, Codex or Cursor. The agent checks the Skill for safety first and installs it only after you confirm.

读取 https://funcoding.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/roguelike/install.md ,按里面的步骤帮我安装这个 Skill。

SKILL.md

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

KnobEffectNotes
Dungeon size / room countrun length, densityScale with depth.
Connectivity guaranteeno unreachable roomsAlways verify reachability after generation.
Monster density / depth curvedifficulty rampSpawn by depth-weighted table.
Loot rarity weightspower varianceRarer = bigger swing; identify adds discovery.
FOV radius / lightingtension, informationSmaller radius = scarier, slower.
Resource scarcity (food/HP/ammo)pressure to descendCore tension lever in classic RLs.
Permadeath vs meta-progressionrun stakes vs. retentionRoguelite softens the wall.
Identification / unknownsexploration valueUnidentified items reward experimentation.
Seedable RNGdaily runs, debuggingAlways 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 now

3. 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).
  • Save-scumming a "permadeath" game → delete or invalidate the run save on load if you want true permadeath; keep only the profile.
  • Unreadable state → the player can't plan. Show HP, turn results, and a message log.

Composition (build it from these skills)

  • Generation: procedural-gen (noise, seeded RNG, dungeon/room algorithms) — the engine of replayability.
  • Map rendering: godot-tilemap / unity-tilemap-2d for the grid; level-design for set-piece rooms/vaults.
  • Enemies: game-ai for monster decision-making (often simple on a grid: seek/flee/patrol).
  • Persistence: save-systems for run-resume, profile/meta-progression, and true permadeath wipes.
  • Scripting/data: godot-resources / unity-scriptableobjects to define items, monsters, and drop tables as data.
  • UI: godot-ui-control for the message log, inventory, and HUD.
  • Feel: game-feel for hit/death juice — screen shake and hit-stop that sell impacts on a turn-based grid.

References

  • For dungeon-generation algorithms (rooms-and-corridors, BSP, cellular automata, connectivity), FOV (shadowcasting), and weighted loot/spawn tables, read references/generation-fov-loot.md.

Similar Skills

webapp-testing
anthropics/skills180k

webapp-testing

Toolkit for interacting with and testing local web applications using Playwright. Supports verifying frontend functionality, debugging UI behavior, capturing browser screenshots, and viewing browser logs.

Browser automation

browser-testing-with-devtools
addyosmani/agent-skills103k

browser-testing-with-devtools

Tests in real browsers via Chrome DevTools MCP. Use when building or debugging anything that runs in a browser. Use when you need to inspect the DOM, capture console errors, analyze network requests, profile performance, or verify visual output with real runtime data. Requires the chrome-devtools MCP server to be configured.

Browser automation

webapp-testing
ComposioHQ/awesome-claude-skills77k

webapp-testing

Toolkit for interacting with and testing local web applications using Playwright. Supports verifying frontend functionality, debugging UI behavior, capturing browser screenshots, and viewing browser logs.

Browser automation

browser
code-yeongyu/oh-my-openagent70k

browser

Drives a real browser through the omowright library from the js eval kernel: sites the user is already signed into, forms and clicks, JS-rendered pages, screenshots, web QA, extension popups, a human handoff for login, CAPTCHA or OTP, and a browser you own for scraping, bot-scored targets, network capture and QA traces. Use for any interactive browser task; not for a plain search or an unblocked static fetch.

Browser automation

agent-browser
shanraisshan/claude-code-best-practice67k

agent-browser

Browser automation CLI for AI agents. Use when the user needs to interact with websites, including navigating pages, filling forms, clicking buttons, taking screenshots, extracting data, testing web apps, or automating any browser task. Triggers include requests to "open a website", "fill out a form", "click a button", "take a screenshot", "scrape data from a page", "test this web app", "login to a site", "automate browser actions", or any task requiring programmatic web interaction.

Browser automation

cherry-regression-test
CherryHQ/cherry-studio52k

cherry-regression-test

Run Cherry Studio critical-path system regression tasks through the repository-owned Playwright E2E workflow. Use for full regression, release acceptance, development-branch system validation, or a named cherry-regression-test task on GitHub-hosted macOS and Windows runners.

Browser automation