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
  }
}