This is a project built to experiment with game development in C# with a focus on simulation and Procedural Content Generation (PCG). It is built on the MonoGame framework, and is intended to run on Windows and be portable to at least Android. Secondary goals are to have reasonably decent pixel graphics and an interesting simulation system.
For background information see the RogueLike tag on my blog Superfluous Comments.
The initial design is meant to be something between Model View Controller (MVC) and Model View View-Model (MVVM). The names of the modules have been changed to better reflect each parts intended function:
- Simulation - This is the model, in charge of game objects and their interactions.
- Display - This is the view, in charge of rendering graphics to the screen.
- Director - This module connects the simulation to the display.
The simulation models the world and everything in it, and contains all logic for updating the world. It keeps track of all the maps, tiles, and entities, managing their creation, deletion, and update. Actors in the simulation are built using a Component Entity System, and the simulation handles all system executions. See Simulation.
The display handles the actual drawing of everything to the screen, and processes raw user input. The display contains a handle on the physical display (the screen), and maintains a stack of "views" which define what is shown on the screen. Views are drawn from bottom to top, with views higher in the stack optionally overriding active user input mappings.
The director translates between the simulation models and the display data. The director also mediates all modifications to the simulation model and informs the display of changes to the simulation model.
The sprites used in this project are primarily Andrew Rios' DawnLike using DawnBringer's 16 color palette. Some supplemental tiles were taken from Lanea Zimmerman's Tiny 16X16.
This project is licensed under the 3 Clause BSD License - see the LICENSE.txt file for details