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.
Sometimes, you want to simulate the insides of a building - and not waste much space. This chapter walks you through using Binary Space Partition to sub-divide your dungeon space and make an interior map.
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.
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.
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.
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.
Chapter 21 adds a nice main menu to your roguelike game, loaded from Rex Paint (by Kyzrati). This gives a much more professional look to your game.
A mainstay of the Roguelike genre is the hunger clock. As you progress, you become hungry. Hunger is mitigated by food.
Chapter 20 introduces the Magic Mapping scroll, and visual effects to reveal the world when you read it.
Build 28 is live!
I just merged in version 0.5.0 of the rltk_rs project (the back-end used for the roguelike tutorial).
Add some real visual flair to your roguelike with particle effects - but staying true to the genre, they are all ASCII/CP437! Hit effects, damage effects and more.
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.