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Heyyo!
Found your project thanks to r/roguelikedev, and was given it a look when I noticed that your code in main.rs `reset_game_state` is the exact same as the code in `State::new()`
That made…
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- [ ] Implement high accuracy timers
- [ ] Redo game loop
- [ ] Rethink how modules are stored/updated
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map can feel static/the same over and over again; add more interesting "landmarks" or "places":
* village
* forest
* shrine
* vortex
* portal
* complex structure
* castle
Rebuttal: instead…
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Just for nostalgia and completeness, make a generator that creates a Rogue style dungeon layout:
- segment space into NxM grid
- dig a random size/placed room in each grid cell
- run tunnel conne…
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#### TLDR
- If a player is standing at `a: Point`, and `b: HashSet` says which points block his vision, and he has a visible range of `c: i32`, which `d: HashSet` can he see?
- A guard seeks an intrud…
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Try using the ideas and/or the code in the referring expressions package https://hackage.haskell.org/package/antfarm to refer to previously mentioned things via "the", "the former", "the latter", "ano…
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Here I'll put some gamedev and computer graphics references. Also Blender stuff, and map editing tools.
For things that use Blender, I put the year (and if possible the Blender version) in parenthe…
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It would be good to have a way to implement experience levels in the game (for more traditional RPG roguelikes).
See [wiki page](https://github.com/LambdaHack/LambdaHack/wiki/Experience-levels) for…
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It turns out that directly using the Form class from the System.Windows.Forms namespace drags in a hard Windows operating system dependency via System.Drawing. A more cross-platform alternative is sa…
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Absolutely love the library you created and makes creating rougelikes a breeze.
My question is how would one go about loading tiles from a png image like most rougelikes use some for of tile set to s…