Make a Roguelike Game with Flutter & Flame
What Defines a Roguelike Game
Roguelikes are defined by procedural generation, permadeath, and turn-based tactical depth. Every run is a fresh challenge with randomised dungeons, loot, and enemy placements.
Mechanics & Key Concepts
| Mechanic | Description |
|---|---|
| Procedural Dungeon Generation | BSP or cellular-automata algorithm to generate random room layouts each run |
| Permadeath & Progression | Death resets everything, but permanent upgrades unlockable with meta-currency |
| Turn-Based Movement | Player takes one action (move/attack/use), then all enemies take one |
| Loot & Inventory | Weapons, armour, and potions found in chests; stat modifiers affect combat rolls |
| Status Effects | Poison, burn, freeze, and stun — each with a duration and visual indicator |
How to Make a Roguelike Game with Flame
1. Procedural Dungeon Generation
BSP or cellular-automata algorithm to generate random room layouts each run
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
2. Permadeath & Progression
Death resets everything, but permanent upgrades unlockable with meta-currency
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
3. Turn-Based Movement
Player takes one action (move/attack/use), then all enemies take one
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
4. Loot & Inventory
Weapons, armour, and potions found in chests; stat modifiers affect combat rolls
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
5. Status Effects
Poison, burn, freeze, and stun — each with a duration and visual indicator
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}