Showing results for on tomassedovic.github.io
Dungeon building blocks
Having a painstakingly handmade room with artfully placed pillars is all well and good, but roguelikes are about procedural generation! How...
Having a painstakingly handmade room with artfully placed pillars is all well and good, but roguelikes are about procedural generation! How...
...The dungeon
-
Learn how to code up a neat little dungeon generator.
- Part 4: Field-of-view and exploration
-
-
Learn how to code up a neat little dungeon generator.
- Part 4: Field-of-view and exploration
-
...The dungeon
-
Learn how to code up a neat little dungeon generator.
- Part 4: Field-of-view and exploration
-
-
Learn how to code up a neat little dungeon generator.
- Part 4: Field-of-view and exploration
-
...must find to
advance to the next dungeon level. We will start by placing them, when
generating a level. Right at the end of...
advance to the next dungeon level. We will start by placing them, when
generating a level. Right at the end of...
...1,
};
And second, when we generate a new map after descending deeper into the dungeon:
/// Advance to the next level
fn next_level(tcod: &mut...
};
And second, when we generate a new map after descending deeper into the dungeon:
/// Advance to the next level
fn next_level(tcod: &mut...
...Another important constant is the
maximum radius for FOV calculations, how far the player can see in the
dungeon. (Whether this is due to...
maximum radius for FOV calculations, how far the player can see in the
dungeon. (Whether this is due to...
So now we have a dungeon full of monsters and scrolls, but it’s still somewhat lacking in variety. Where are all the swords...
Populating the dungeon
We have an explorable dungeon now. Yeah! But when you actually go through it, it feels a bit… boring. It’s...
We have an explorable dungeon now. Yeah! But when you actually go through it, it feels a bit… boring. It’s...
...rendering code! This is fully generic and can be used for experience bars, mana bars, recharge times, dungeon level, you name it.
The bar...
The bar...
...DeathCallback::Player, // <1>
});
// the list of objects with just the player
let mut objects = vec![player];
let mut game = Game {
});
// the list of objects with just the player
let mut objects = vec![player];
let mut game = Game {