Rust Roguelike Tutorial - Chapter 27 - Cellular Automata Dungeons
· ☕ 1 min read
Cellular Automata is a great algorithm family, taking chaos and making order. It produces nice, organic levels with high connectivity - ideal for creating the feel of a large natural cavern, or a forest level. This chapter walks you through the algorithm, its implementation, and how it can make fun levels.

Rust Roguelike Tutorial - Chapter 25 - BSP Room Dungeons
· ☕ 1 min read
This chapter discusses how to build dungeons using a Binary Space Partition to sub-divide the map into regions, and then place rooms and corridors inside it. It's similar to how Nethack makes its dungeons, and can lead to a fun dungeon-bashing experience.

Rust Roguelike Tutorial - Chapter 24 - Map Test Harness
· ☕ 1 min read
In order to learn about map building, it's a good idea to be able to see it in progress. This chapter builds a test harness that can `snapshot` each iteration of your map development, and play it as a small movie when a map is created.

Rust Roguelike Tutorial - Chapter 23 - Refactoring the Map Interface
· ☕ 1 min read
So far, we've only had one type of map. That's about to change - but to support it, we need to build a generic Map Builder interface. This chapter walks you through using Rust traits to build a generic interface, and use it to make a varied experience for your player.

Rust Roguelike Tutorial - Chapter 22 - Simple Traps
· ☕ 1 min read
Roguelikes show their origins in D&D dungeon-bashing in many ways, and traps are a mainstay. This chapter teaches you how to include basic traps in the game, dividing them up between triggers and effects. It also introduces the concept of hidden objects and gives the player a chance to notice the trap before walking blindly into it.

Rust Roguelike Tutorial - Chapter 17 - Bloodstains
· ☕ 1 min read
This chapter teaches you to add bloodstains to your map. Combat leaves a blood trail, providing breadcrumbs to help you know where you've been - and improving the general look and feel of the game.