Rust Roguelike Tutorial - Chapter 40 - Doors
· ☕ 1 min read
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.

Rust Roguelike Tutorial - Chapter 37 - Fun With Layers
· ☕ 1 min read
The latest chapter in my roguelike tutorial is now live: fun with layers. In previous chapters, we've built a system for applying layered procedural generation, through the builder pattern. This chapter applies these techniques, adds a few new ones, and brings the total number of builder combinations we can apply with what we have to over 2,000!

Rust Roguelike Tutorial - Chapter 36
· ☕ 1 min read
Chapter 36 of the Roguelike Tutorial is live! It focuses on refactoring our map work thus far into a generic builder-based idiom, making it easy to extend map building with more layers in the future.

Rust Roguelike Tutorial - Chapter 35 - Room Vaults
· ☕ 1 min read
You might want to hand-craft certain rooms or features, and have the game sometimes include them in your randomly generated levels. This chapter will help you do just that. It also builds upon the concept of meta-builders - that is builders that take the output of other builders, and improve upon the map.

Rust Roguelike Tutorial - Chapter 34 - Prefabricated Levels and Level Sections
· ☕ 1 min read
Sometimes, you want to add some hand-crafted content into the mix of your level. You might want to use a whole level as a set-piece, and carefully place everything. You might want to include a cool structure on a map. This chapter walks you through designing prefabs, and teaches you to place them as either whole maps or into existing maps.

Rust Roguelike Tutorial - Chapter 33 - Waveform Collapse
· ☕ 1 min read
You've probably seen Waveform Collapse (WFC), if you follow gamedev media. It exploded onto the scene, and started being used in everything from Caves of Qud to AAA titles. It's a complicated algorithm that takes one source image and makes something similar (but not the same). This chapter walks you through the algorithm, and modifies it to better fit the Roguelike genre - adjacency is influenced by tile connectivity to encourage useful maps, and it takes a map as a source - so it can make your existing map creation algorithms more interesting.

Rust Roguelike Tutorial - Chapter 32 - Voronoi / Hive Maps
· ☕ 1 min read
This chapter uses Voronoi diagrams to generate hive maps - not at all unlike the inside of an ants nest or bee hive. It discusses the use of different distance heuristics to adjust the shape of your result.

Rust Roguelike Tutorial - Chapter 30 - Diffusion-Limited Aggregation Maps
· ☕ 1 min read
Despite the scary name, Diffusion-Limited Aggregation Maps (DLA) are actually relatively easy to implement - and can produce beautiful results. This chapter walks you through the basic algorithm, with tunables for where the particles start and the rules for how they carve your map. It introduces brush sizes and enforced symmetry for your map builders.

Rust Roguelike Tutorial - Chapter 29 - Mazes and Labyrinths
· ☕ 1 min read
Mazes and labyrinths (optionally including a Minotaur) are a mainstay of D&D and Roguelikes. This chapter walks you through the creation of a perfect maze - one that is guaranteed to be solvable, and well-connected. It also talks about the pros and cons of including this type of map in your game.

Rust Roguelike Tutorial - Chapter 28 - Drunkard's Walk Maps
· ☕ 1 min read
The Drunkard's Walk algorithm makes maps by simulating a large number of tunnelers moving randomly through a level, carving out the map as they go. This chapter walks you through implementing the algorithm, along with settings and tunables to help you get the map type you want - while remaining random on each play-through.