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Roguelike

Third attempt at a roguelike in Godot 4. Previous two got abandoned at the content problem. This one is scoped to mechanics only — no story, no progression, just the dungeon loop.

The first two died when the core loop worked but adding content felt like labor. This one has a constraint: no content that requires more than a data file to add. Every room, enemy, and item is defined in JSON. The Godot scenes are generic containers.

Currently has a working FOV system, basic combat, and a procedural level generator. The showcase entries are where the interesting implementation problems live.

2026-04-05

Roguelike #3: FOV with recursive shadowcasting

Implemented recursive shadowcasting for field of view. The algorithm is elegant once you understand the octant recursion. Getting it right took three attempts.