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Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.
npx skill4agent add thedivergentai/gd-agentic-skills godot-genre-roguelikeMANDATORY: Read the appropriate script before implementing the corresponding pattern.
| Phase | Skills | Purpose |
|---|---|---|
| 1. Architecture | | Managing Run State vs Meta State |
| 2. World Gen | | Creating unique levels every run |
| 3. Combat | | Fast-paced, high-stakes encounters |
| 4. Progression | | Managing run-specific items/relics |
| 5. Persistence | | Saving meta-progress between runs |
# run_manager.gd
extends Node
signal run_started
signal run_ended(victory: bool)
signal floor_changed(new_floor: int)
var current_seed: int
var current_floor: int = 1
var player_stats: Dictionary = {}
var inventory: Array[Resource] = []
var rng: RandomNumberGenerator
func start_run(seed_val: int = -1) -> void:
rng = RandomNumberGenerator.new()
if seed_val == -1:
rng.randomize()
current_seed = rng.seed
else:
current_seed = seed_val
rng.seed = current_seed
current_floor = 1
_reset_run_state()
run_started.emit()
func _reset_run_state() -> void:
player_stats = { "hp": 100, "gold": 0 }
inventory.clear()
func next_floor() -> void:
current_floor += 1
floor_changed.emit(current_floor)
func end_run(victory: bool) -> void:
run_ended.emit(victory)
# Trigger meta-progression save here# meta_progression.gd
class_name MetaProgression
extends Resource
@export var total_runs: int = 0
@export var unlocked_weapons: Array[String] = ["sword_basic"]
@export var currency: int = 0
@export var skill_tree_nodes: Dictionary = {} # node_id: level
func save() -> void:
ResourceSaver.save(self, "user://meta_progression.tres")
static func load_or_create() -> MetaProgression:
if ResourceLoader.exists("user://meta_progression.tres"):
return ResourceLoader.load("user://meta_progression.tres")
return MetaProgression.new()# dungeon_generator.gd
extends Node
@export var map_width: int = 50
@export var map_height: int = 50
@export var max_walkers: int = 5
@export var max_steps: int = 500
func generate_dungeon(tilemap: TileMapLayer, rng: RandomNumberGenerator) -> void:
tilemap.clear()
var walkers: Array[Vector2i] = [Vector2i(map_width/2, map_height/2)]
var floor_tiles: Array[Vector2i] = []
for step in max_steps:
var new_walkers: Array[Vector2i] = []
for walker in walkers:
floor_tiles.append(walker)
# 25% chance to destroy walker, 25% to spawn new one
if rng.randf() < 0.25 and walkers.size() > 1:
continue # Destroy
if rng.randf() < 0.25 and walkers.size() < max_walkers:
new_walkers.append(walker) # Spawn
# Move walker
var direction = [Vector2i.UP, Vector2i.DOWN, Vector2i.LEFT, Vector2i.RIGHT].pick_random()
new_walkers.append(walker + direction)
walkers = new_walkers
# Set tiles
for pos in floor_tiles:
tilemap.set_cell(pos, 0, Vector2i(0,0)) # Assuming source_id 0 is floor
# Post-process: Add walls, spawn points, etc.# relic.gd
class_name Relic
extends Resource
@export var id: String
@export var name: String
@export var icon: Texture2D
@export_multiline var description: String
# Hook system for complex interactions
func on_pickup(player: Node) -> void:
pass
func on_damage_dealt(player: Node, target: Node, damage: int) -> int:
return damage # Return modified damage
func on_kill(player: Node, target: Node) -> void:
pass# example_relic_vampirism.gd
extends Relic
func on_kill(player: Node, target: Node) -> void:
player.heal(5)
print("Vampirism triggered!")RandomNumberGeneratorResourceSaverRoom1.tscnRoom2.tscnNavigationRegion2Dfireprojectilecompanion