More complete readme but need a screenshot.

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Zed A. Shaw 2 days ago
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      README.md

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When I was a kid I played a game that used only text characters in a terminal called [Rogue](https://en.wikipedia.org/wiki/Rogue_(video_game). This game ran in my little MSDOS computer using only the ASCII characters the computer supported. No graphics and I think no sound but I can't remember. Despite this very low quality graphical experience the game delivered an amazing game experience. Even today the term "roguelike" denotes certain qualities that come from the original _Rogue_:
* Dying is permanent but each time you restart you'll retain some previous skills or equipment so
the next run is easier.
* However, it's only easier to the point where you previously died, as each level through the
dungeon gets more and more difficult.
* Dying is permanent but each time you restart you'll retain some previous skills or equipment so the next run is easier.
* However, it's only easier to the point where you previously died, as each level through the dungeon gets more and more difficult.
* A randomly generated world (dungeon) that features a new experience every time.
* A focus on mechanics rather than graphics, but creative use of the limited graphical characters to
make the game playable.
* This lack of graphics weirdly makes the game _more_ imaginative because you have to fill in what's
going on with your own imagination, similar to a game of Dungeons and Dragons.
* A focus on mechanics rather than graphics, but creative use of the limited graphical characters to make the game playable.
* This lack of graphics weirdly makes the game _more_ imaginative because you have to fill in what's going on with your own imagination, similar to a game of Dungeons and Dragons.
This is why I chose Rogue as the basis for my first actual game in C++.
@ -84,18 +80,24 @@ See? That's how Free Speech works. You don't need a LICENSE.
## Build Instructions
Pre-requisites:
On all platforms you'll need these components:
* Meson -- which need Python
* C++ Compiler -- Tested with Clang and G++
* GNU make -- For the convenience Makefile
* [Meson](https://mesonbuild.com/) -- which needs Python.
* C++ Compiler -- Tested with Clang and G++. You can use my [C++ Setup Guide](https://learncodethehardway.com/courses/learn-cpp-the-hard-way/1-the-basics/01-gearing-up/) which features an automated installer for Windows.
* [GNU make](https://www.gnu.org/software/make/) -- For the convenience Makefile. On Windows you should have this if you used my setup scripts. Otherwise `winget install ezwinports.make` will set you up.
* [git](https://git-scm.com/) -- Which should be on almost every platform, and is installed by default with my Windows setup scripts.
Windows instructions
### Windows Instructions
I primarily develop in Windows using the above setup, so this should work the best. Open [Windows
Terminal](https://github.com/microsoft/terminal) and run these commands _one at a time_. Don't
copy-past bomb this:
```shell
git clone https://git.learnjsthehardway.com/learn-code-the-hard-way/roguish.git
cd roguish
# ignore the errors the first time
./scripts/reset_build.ps1
@ -106,8 +108,70 @@ make
make run
```
After that the game should be running. It'll be in different states depending on how far I've
pushed it, but you should at least have two enemies, some loot that gives you a better torch, and a
room with a light in it. Go find them.
## Linux and OSX
Linux and OSX have the same requirements as Windows and almost the same install steps. The only
difference is that once you get your developer tools installed then you only need [Meson](https://mesonbuild.com/). Linux and OSX should have everything else you need or there's a package for it.
Once you have that installed you can run these commands:
```shell
git clone https://git.learnjsthehardway.com/learn-code-the-hard-way/roguish.git
cd roguish
# ignore the errors the first time
./scripts/reset_build.sh
# first compile takes a while
make
./builddir/roguish
```
You don't need `make run` because Linux and OSX are sane operating systems that don't lock every
damn thing a process touches.
### Other Platforms
No testing done on other platforms but let me know if you get it to build somewhere fun and I'll
mention it.
## Development Guide
You can look in the `status.txt` file for my informal TODO list of things to fix and make. I'm not
really accepting contributions from others, but if you want to follow along then that's what I'm
doing.
If you're just starting out in C++ or programming then the project is designed to be readable by
someone who knows very little. Every file is small and should be easy to read. I don't use any
insane tricks or weird C++ idioms. I also try to avoid too many external libraries so I'll use
plain old [std::vector]() and [std::unordered_map]() rather than external libraries that might be
faster. This is done _on purpose_ so people (myself included) can learn about the basics of C++ and
the STL.
I also don't do a lot of performance tuning or obsession over _THE CACHE_. Clean, simple, readable
code is more important than squeezing 4% performance out of the code. I do however attempt to
design things so that it doesn't do useless work because the fastest thing you can do in a computer
is nothing. If I can architect away a performance issue and not make the code too complex then I'll
do that instead.
That means if you have a suggestion for a micro-benchmark improvement that will dramatically boost
performance, but the code is convoluted and hard to understand, then it won't work. If your
suggestion is interesting and provides a massive boost then let me know and I'll check it out. But,
I would also like statistics that show it's better, not just your word.
## Known Bugs
* Map Generation isn't refined enough so sometimes it makes a map with no path out. Just start it
again.
Look in `status.txt` for more bugs that aren't as major as this.
## OSX Build Notes

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