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.
Chapter 16 of my Roguelike Tutorial is now available, walking you through rendering nicer walls with bitsets. Rapidly build a bitset of neighboring walls, and adjust your wall tile to take into account its neighbors for a big improvement in quality.
The tutorial aims to start from *Hello Rust* all the way up to equipping yourself, leveling up, and exploring an endless dungeon.
Build 11 - New Player Experience, Progression, Balance, Scoring and Leaderboards
Pre-Alpha Release 6 is dedicated to stability. It has sever hundred tiny fixes, mostly surrounding memory issues uncovered in the pre-alpha so far (thanks everyone!).
I've launched the first public pre-alpha of One Knight in the Dungeon! It's available on itch.io.
In which I clear the first 5 levels on easy mode, but forget what happens when you approach an explosive mushroom with an ignition source!
This is a little playthrough of current progress on One Knight. See items, prop interactions, combat.
I used cheats to level up, and go to town zapping things to demonstrate the new mage skill tree!