Chapter 54 adds XP tracking, and the ability to improve yourself by leveling up.
Chapter 55 adds the ability to revisit previous levels.
Chapter 53 adds a forest level to the game, populated by bandits and other monsters and with its own level theme.
Chapter 52 develops a nice UI, starting from concept graphics and culminating in working code.
Chapter 51 differentiates equipment, giving you the ability to add item-based progress to the game. Arms and armor are included.
Chapter 50 adds D&D-like stats to the game, building towards a more comprehensive RPG experience.
Chapter 49 implements vendors, bystanders and other town residents' AI. You finish up with a town full of life.
Chapter 48 adds NPCs of various types to the town, and spawns hostile rats in an abandoned house..
Chapter 47 walks you through procedurally generating a town, starting with terrain and working up towards buildings.
Chapter 46 expands upon the previous Data-Driven work by also making entity spawning driven by your JSON files. So now you can quickly build new monsters, items and props - and decide where they spawn without editing your Rust code.
Chapter 45 introduces data driven design - define your entities in a JSON file, to make it easy to update the game as you go.
Part 4 of the Roguelike Tutorial focuses on actually completing a game - from start to finish. Chapter 44 introduces the Design Document - in which we outline our goals.
Doors and Corners, that's where they get you. Seriously, doors are a staple of the roguelike and dungeon bashing genres. This chapter will help you place doors, make them openable, and ensure that line-of-sight and movement blocking are enforced correctly for closed doors - and not for open ones.