rogue-grid

roguelike permadeath fov dungeon turn-based
by @iberry420Gaming
Design an engine-neutral roguelike run: turn/energy scheduler, connected procedural dungeon, FOV + explored memory, depth-scaled loot/spawns, and run-vs-profile permadeath. Use when the user wants a roguelike, roguelite, turn-based grid dungeon, FOV fog, or permadeath run loop. Gaming only — complements seed-map and board-rule; not a Godot tutor.
SKILL PACKAGE

Directory layout for Grok — SKILL.md plus scripts, references, and assets. 6 file(s).

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SYNCED SUMMARY (from SKILL.md)
# Rogue Grid

A roguelike is a **run**: take a turn, the world resolves, explore a fresh dungeon, die, restart. Lock the **turn/energy loop**, a **connected procedural grid**, **FOV + explored fog**, **depth-scaled spawn/loot tables**, and a clean **run vs profile** split so permadeath wipes the run without nuking unlocks.

Inspired by gamedev-skills/awesome-gamedev-agent-skills roguelike (Apache-2.0). Copyright 2026 Abhishek Barali and contributors (inspiration only). Original Grok remake. Complements seed-map (generic procgen/noise), board-rule (puzzle board truth), gold-sink (economy weights), pawn-mind (monster decisions), save-slot (persist schema), craft-loop (survival needs without permadeath). Engine-neutral. Not a Godot tutor.

Read `references/rogue-rails.md` before you design. Fill the three templates under `templates/`.

## When to use

- Turn-based grid dungeon crawler / classic roguelike / roguelite with meta-progression
- Energy or initiative turn scheduler (faster actors act more often)
- Procedural rooms/corridors/caves with a mandatory connectivity pass
- FOV + explored memory (lit / dim fog / never-seen)
- Depth-scaled monster and loot tables; resource scarcity pressure
- Permadeath: wipe run state; keep profile unlocks/scores separate

## When NOT to use

- Generic noise/seed dungeon without the run loop → seed-map
- Match-3 / sokoban puzzle board as the main job → board-rule
- Survival gather-craft-base without permadeath runs → craft-loop
- Persistent RPG stats/quests without wipe-on-death → design the RPG elsewhere; this skill is the run loop
- Real-time action with "roguelike dressing" only (no turn grid) → platformer / FPS genre work
- Card zones / tower defense / visual novel → card-zone / tower-lane / vn-route
- Godot/Unity API tours, copied GDScript/C# → godot-teacher
- Cheats, aimbots, malware, CSAM

## Inputs

- Fantasy in their words (classic ASCII crawler, cozy roguelite, horror FOV, daily seed challenge)
- Turn model preference: strict alternating vs energy/initiative
- Map texture: rooms-and-corridors / BSP / caves / drunkard walk
- Depth count and what "deeper" means (harder tables, tighter FOV, scarcer food)
- Permadeath hardness: true wipe vs soft meta unlocks
- Whether daily/shareable seeds matter
- Engine name if offered (where to look later — not an API dump)
- What later systems consume (seed-map, pawn-mind, gold-sink, save-slot)

## Procedure

1. Read `references/rogue-rails.md`. Refuse cheats, malware, CSAM, copied engine tutorials, and hand off: seed-map (noise-only), board-rule (puzzle), craft-loop (survival without wipe), save-slot (file schema alone), godot-teacher (node APIs).
2. Fill `templates/run-loop.md`. Turn/energy rules, player action set, world resolve order, message log, win/descend/die outcomes, run seed policy.
3. Fill `templates/dungeon-fov.md`. Generator choice, connectivity guarantee, spawn placement, FOV algorithm target (symmetric shadowcasting preference), explored memory rendering rules, stairs/spawn placement.
4. Fill `templates/loot-meta.md`. Depth-scaled monster + item tables, scarcity levers, run-state vs profile-state split, true-permadeath invalidation note, what save-slot owns later.
5. Keep examples original — no copyrighted dungeon dumps from commercial RLs.
6. Tiny original engine-neutral notes only if useful. No copied GDScript/C#.
7. Deliver the three templates. Closing line: rogue-grid run worksheet; not a Godot tutor and not seed-map alone.

## Output format

- Run loop card (turns, actions, resolve, die/restart, seed)
- Dungeon + FOV sheet (gen, connectivity, vision, explored)
- Loot + meta card (tables, scarcity, run vs profile)
- One line: rogue-grid worksheet; not a Godot tutor

## Safety

- Follow `references/rogue-rails.md` with no exceptions.
- Gaming design only. Engine-neutral. Not a Godot tutor.
- No cheats, malware, or exploit kits.
- No CSAM. Age-gate extreme gore if asked; refuse sexual content involving minors.
- No copied commercial RL scripts or vendor API dumps. Tiny original notes only.

## Stop conditions

- Three templates delivered, or refused for cheats / CSAM / godot-teacher API tours / seed-map-only / board-rule-only / craft-loop-as-main / copyrighted dumps
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