Development blog for an ASCII monster-collecting roguelike with genetics.
Last week, I left off with a shell roguelike (movement, field of view, darkness, random dungeon generation, player movement). This week, I started to work on modelling the core classes I need for genetics, which ultimately create a unique, randomized genome for each monster.
In simple terms, I want each run of my game (potentially) to create a unique "universe" populated with monsters. These monsters have genetic variations. Eg. if you play the game twice, given a monster (say, Ratty), you may find:
While I want this to be potentially randomizable, for development and debugging, I'm going to use a fixed seed with the random number generator so I can see consistent results.
With that in mind, this week, I:
When I debug the game, I get a unique (consistent) set of randomly-generated monster types, each with unique genes and genomes.
Although I didn't reach my goal of unit-testing, next week, I can start in earnest on the actual gameplay: picking a starting creature for the player, and the real "roguelike" gameplay (exploring, fighting, etc.).
Until next week!