Every roguelike discusses in this sub, is a turn based roguelike like the ones you mention in the original post.
Some people refer to them as "classic Roguelikes" but the game rogue is turn based, hence why the original definition for roguelike is also the same style! Modern language has misused the term for what we now call 'roguelite'.
What do you want to know specifically?
Regarding turns, some player actions should trigger a world tick (or step), which is what causes all other entities to act. Once all other entities have resolved their actions, the player can act again. Some player actions (say drinking a potion) might not necessarily trigger a world tick, this is up to you.
Their question is more specifically targeted to GB Studio, so maybe this is harder to do on that platform, dunno--maybe there are some architectural considerations? Either way, they're not familiar with how to build a turn-based system on it, so it's probably best answered by someone who's made a roguelike with it in case the game loop is somewhat different (some non-PC platforms or libraries require extra finesse to do such a thing... or are even designed such that it's outright hard to do!).
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u/CutlassRed 1d ago
Every roguelike discusses in this sub, is a turn based roguelike like the ones you mention in the original post.
Some people refer to them as "classic Roguelikes" but the game rogue is turn based, hence why the original definition for roguelike is also the same style! Modern language has misused the term for what we now call 'roguelite'.
What do you want to know specifically?
Regarding turns, some player actions should trigger a world tick (or step), which is what causes all other entities to act. Once all other entities have resolved their actions, the player can act again. Some player actions (say drinking a potion) might not necessarily trigger a world tick, this is up to you.