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    <title>Chapter on Bracket Productions</title>
    <link>https://bracketproductions.com/tags/chapter/</link>
    <description>Recent content in Chapter on Bracket Productions</description>
    <generator>Hugo -- gohugo.io</generator>
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    <copyright>©{year} Herbert Wolverson, All Rights Reserved</copyright>
    <lastBuildDate>Tue, 11 Feb 2020 08:46:25 -0600</lastBuildDate>
    
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 71 - Logging and Counters</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_71/</link>
        <pubDate>Tue, 11 Feb 2020 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_71/</guid>
        <description>Chapter 70 adds ranged weaponry, and a targeting interface.
http://bfnightly.bracketproductions.com/rustbook/chapter_71.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 70 - Missiles and Ranged Attacks</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_70/</link>
        <pubDate>Fri, 10 Jan 2020 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_70/</guid>
        <description>Chapter 70 adds ranged weaponry, and a targeting interface.
http://bfnightly.bracketproductions.com/rustbook/chapter_70.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 69 - Deep Mushroom Forest</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_69/</link>
        <pubDate>Thu, 02 Jan 2020 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_69/</guid>
        <description>Chapter 69 adds even more mushrooms and fungal beasts, and an exit to the Dark Elf lands.
http://bfnightly.bracketproductions.com/rustbook/chapter_69.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 68 - Mushrooms</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_68/</link>
        <pubDate>Fri, 20 Dec 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_68/</guid>
        <description>Chapter 68 adds a mushroom grove, with shrooms that fire off effects on you (and anyone else foolish enough to pass through).
http://bfnightly.bracketproductions.com/rustbook/chapter_68.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 67 - Enter The Dragon</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_67/</link>
        <pubDate>Sun, 15 Dec 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_67/</guid>
        <description>Chapter 67 introduces multi-tile enemies, and enemies with ranged attacks. These culminate in the creation of a terrifying dragon!
http://bfnightly.bracketproductions.com/rustbook/chapter_67.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 66 - Magic Spells</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_66/</link>
        <pubDate>Tue, 10 Dec 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_66/</guid>
        <description>Finally a use for the mana bar! You can learn spells from books, and cast them at your unwitting foes.
http://bfnightly.bracketproductions.com/rustbook/chapter_66.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 65 - Items that Affect Attributes, Better Status Effects</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_65/</link>
        <pubDate>Fri, 06 Dec 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_65/</guid>
        <description>Chapter 65 allows items to affect your attributes, and status effects to do the same. Demonstrated with a new effect: hungover.
http://bfnightly.bracketproductions.com/rustbook/chapter_65.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 64 - Cursed Items and Mitigation</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_64/</link>
        <pubDate>Thu, 05 Dec 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_64/</guid>
        <description>Chapter 64 introduces cursed items, remove curse scrolls, and a reason to look before you leap with items!
http://bfnightly.bracketproductions.com/rustbook/chapter_64.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 63 - Effects</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_63/</link>
        <pubDate>Fri, 29 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_63/</guid>
        <description>Chapter 63 introduces a whole new effects system, designed to make it easy to fire effects from anywhere in the game - and to attach them via data to your item JSON definitions.
http://bfnightly.bracketproductions.com/rustbook/chapter_63.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 62 - Magic Items and Item Identification</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_62/</link>
        <pubDate>Thu, 28 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_62/</guid>
        <description>Chapter 62 introduces obfuscated names for magical items, hiding their nature until you try them out.
http://bfnightly.bracketproductions.com/rustbook/chapter_62.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 61 - Town Portals</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_61/</link>
        <pubDate>Wed, 27 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_61/</guid>
        <description>Chapter 61 adds the Town Portal item, giving the adventurer a quick way to return to town. This is expanded into a more general teleportation system.
http://bfnightly.bracketproductions.com/rustbook/chapter_61.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 60 - Transitioning from Caverns to Dwarf Fortress</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_60/</link>
        <pubDate>Tue, 26 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_60/</guid>
        <description>Chapter 60 uses layered procedural generation to generate two distinct map types, and blend a transition between them. It also adds nasty lizard monsters!
http://bfnightly.bracketproductions.com/rustbook/chapter_60.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 59 - Deeper Caverns</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_59/</link>
        <pubDate>Mon, 25 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_59/</guid>
        <description>Chapter 59 adds deeper limestone caverns, with a prefabricated boss area.
http://bfnightly.bracketproductions.com/rustbook/chapter_59.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 58 - Item Stats</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_58/</link>
        <pubDate>Sun, 24 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_58/</guid>
        <description>Chapter 58 is all about items: adding stats, prices for vendors, encumbrance, and finishing vendors.
http://bfnightly.bracketproductions.com/rustbook/chapter_58.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 57 - AI Cleanup and Status Effects</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_57/</link>
        <pubDate>Sat, 23 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_57/</guid>
        <description>Chapter 57 modularizes the AI system, and properly handles status effects.
http://bfnightly.bracketproductions.com/rustbook/chapter_57.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 56 - The Limestone Caverns</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_56/</link>
        <pubDate>Fri, 22 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_56/</guid>
        <description>Chapter 56 introduces a new set of levels: the limestone caverns. Lighting is added, along with a new theme. The first cheat mode is also added to make level traversal during development easier.
http://bfnightly.bracketproductions.com/rustbook/chapter_56.html</description>
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        <title>Rust Roguelike Tutorial - Chapter 54 - Experience and Leveling</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_54/</link>
        <pubDate>Thu, 21 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_54/</guid>
        <description>Chapter 54 adds XP tracking, and the ability to improve yourself by leveling up.
http://bfnightly.bracketproductions.com/rustbook/chapter_54.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 55 - Backtracking</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_55/</link>
        <pubDate>Thu, 21 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_55/</guid>
        <description>Chapter 55 adds the ability to revisit previous levels.
http://bfnightly.bracketproductions.com/rustbook/chapter_55.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 53 - Into the Woods!</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_53/</link>
        <pubDate>Wed, 20 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_53/</guid>
        <description>Chapter 53 adds a forest level to the game, populated by bandits and other monsters and with its own level theme.
http://bfnightly.bracketproductions.com/rustbook/chapter_53.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 52 - User Interface</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_52/</link>
        <pubDate>Tue, 19 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_52/</guid>
        <description>Chapter 52 develops a nice UI, starting from concept graphics and culminating in working code.
http://bfnightly.bracketproductions.com/rustbook/chapter_52.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 51 - Equipment</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_51/</link>
        <pubDate>Mon, 18 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_51/</guid>
        <description>Chapter 51 differentiates equipment, giving you the ability to add item-based progress to the game. Arms and armor are included.
http://bfnightly.bracketproductions.com/rustbook/chapter_51.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 50 - Game Stats</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_50/</link>
        <pubDate>Sun, 17 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_50/</guid>
        <description>Chapter 50 adds D&amp;amp;D-like stats to the game, building towards a more comprehensive RPG experience.
http://bfnightly.bracketproductions.com/rustbook/chapter_50.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 49- Bringing NPCs to Life</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_49/</link>
        <pubDate>Sat, 16 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_49/</guid>
        <description>Chapter 49 implements vendors, bystanders and other town residents&amp;rsquo; AI. You finish up with a town full of life.
http://bfnightly.bracketproductions.com/rustbook/chapter_49.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 48 - Populating the Starting Town</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_48/</link>
        <pubDate>Fri, 15 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_48/</guid>
        <description>Chapter 48 adds NPCs of various types to the town, and spawns hostile rats in an abandoned house.
http://bfnightly.bracketproductions.com/rustbook/chapter_48.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 47 - Making the Starting Town</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_47/</link>
        <pubDate>Thu, 14 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_47/</guid>
        <description>Chapter 47 walks you through procedurally generating a town, starting with terrain and working up towards buildings.
http://bfnightly.bracketproductions.com/rustbook/chapter_47.html</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 46 - Data-Driven Spawning</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_46/</link>
        <pubDate>Wed, 13 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_46/</guid>
        <description>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.
http://bfnightly.bracketproductions.com/rustbook/chapter_46.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - 45 - Data-Driven Design</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_45/</link>
        <pubDate>Tue, 12 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_45/</guid>
        <description>Chapter 45 introduces data driven design - define your entities in a JSON file, to make it easy to update the game as you go.
http://bfnightly.bracketproductions.com/rustbook/chapter_45.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 44 - Design Document</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_44/</link>
        <pubDate>Mon, 11 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_44/</guid>
        <description>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.
http://bfnightly.bracketproductions.com/rustbook/chapter_44.html</description>
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        <title>Rust Roguelike Tutorial - 41 - Other Map Sizes</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_41/</link>
        <pubDate>Sun, 10 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_41/</guid>
        <description>Chapter 41 is the last part of section 3, map building. It shows you how to de-couple your map size from your screen size, introduces a camera, and helps you modify the existing code-base to let you have maps of any size you want.
http://bfnightly.bracketproductions.com/rustbook/chapter_41.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 40 - Doors</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_40/</link>
        <pubDate>Sat, 09 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_40/</guid>
        <description>Doors and Corners, that&amp;rsquo;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.
http://bfnightly.bracketproductions.com/rustbook/chapter_40.html</description>
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        <title>Rust Roguelike Tutorial - Chapter 39 - Better Corridors</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_39/</link>
        <pubDate>Fri, 08 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_39/</guid>
        <description>Chapter 39 is up! http://bfnightly.bracketproductions.com/rustbook/chapter_39.html
This chapter focuses on building better hallways, and allowing entities to spawn inside them. Nearest neighbor, straight-line, and hallway spawning are all covered.</description>
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        <title>Rust Roguelike Tutorial -  Chapter 38 - Varying Rooms</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_38/</link>
        <pubDate>Thu, 07 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_38/</guid>
        <description>The latest chapter of the Rust Roguelike Tutorial is up at: http://bfnightly.bracketproductions.com/rustbook/chapter_38.html
It covers varying the types of rooms we draw. It&amp;rsquo;s a short chapter, but introduces some nice variety into your room building.</description>
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        <title>Rust Roguelike Tutorial -  Chapter 37 - Fun With Layers</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_37/</link>
        <pubDate>Wed, 06 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_37/</guid>
        <description>The latest chapter in my roguelike tutorial is now live: fun with layers. In previous chapters, we&amp;rsquo;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!
http://bfnightly.bracketproductions.com/rustbook/chapter_37.html</description>
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      <item>
        <title>Rust Roguelike Tutorial -  Chapter 36</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_36/</link>
        <pubDate>Tue, 05 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_36/</guid>
        <description>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.
http://bfnightly.bracketproductions.com/rustbook/chapter_36.html</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 35 - Room Vaults</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_35/</link>
        <pubDate>Mon, 04 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_35/</guid>
        <description>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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 34 - Prefabricated Levels and Level Sections</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_34/</link>
        <pubDate>Sun, 03 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_34/</guid>
        <description>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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 33 - Waveform Collapse</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_33/</link>
        <pubDate>Sat, 02 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_33/</guid>
        <description>You&amp;rsquo;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&amp;rsquo;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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 32 - Voronoi / Hive Maps</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_32/</link>
        <pubDate>Fri, 01 Nov 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_32/</guid>
        <description>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.</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 31 - Symmetry and Brush Size for other algorithms</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_31/</link>
        <pubDate>Thu, 31 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_31/</guid>
        <description>The DLA chapter introduced enforced symmetry and brush size for map generation, and this chapter takes it one step further - using it for other algorithms. Drunkard&amp;rsquo;s Walk in particular can benefit from this system.</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 30 - Diffusion-Limited Aggregation Maps</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_30/</link>
        <pubDate>Wed, 30 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_30/</guid>
        <description>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 tune-ables 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.</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 29 - Mazes and Labyrinths</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_29/</link>
        <pubDate>Tue, 29 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_29/</guid>
        <description>Mazes and labyrinths (optionally including a Minotaur) are a mainstay of D&amp;amp;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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 28 - Drunkard&#39;s Walk Maps</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_28/</link>
        <pubDate>Mon, 28 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_28/</guid>
        <description>The Drunkard&amp;rsquo;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.</description>
      </item>
      
      <item>
        <title>Rust Roguelike Tutorial - Chapter 27 - Cellular Automata Dungeons</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_27/</link>
        <pubDate>Sun, 27 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_27/</guid>
        <description>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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 26 - BSP Interior Dungeons</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_26/</link>
        <pubDate>Sat, 26 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_26/</guid>
        <description>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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 25 - BSP Room Dungeons</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_25/</link>
        <pubDate>Fri, 25 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_25/</guid>
        <description>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&amp;rsquo;s similar to how Nethack makes its dungeons, and can lead to a fun dungeon-bashing experience.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 24 - Map Test Harness</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_24/</link>
        <pubDate>Thu, 24 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_24/</guid>
        <description>In order to learn about map building, it&amp;rsquo;s a good idea to be able to see it in progress. This chapter builds a test harness that can &amp;ldquo;snapshot&amp;rdquo; each iteration of your map development, and play it as a small movie when a map is created.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 23 - Refactoring the Map Interface</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_23/</link>
        <pubDate>Wed, 23 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_23/</guid>
        <description>So far, we&amp;rsquo;ve only had one type of map. That&amp;rsquo;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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 22 - Simple Traps</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_22/</link>
        <pubDate>Tue, 22 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_22/</guid>
        <description>Roguelikes show their origins in D&amp;amp;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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 21 - REX Paint Main Menu</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_21/</link>
        <pubDate>Mon, 21 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_21/</guid>
        <description>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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 19 - Hunger Clock</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_19/</link>
        <pubDate>Sat, 19 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_19/</guid>
        <description>A mainstay of the Roguelike genre is the hunger clock. As you progress, you become hungry. Hunger is mitigated by food. This chapter explains why you need a hunger clock (to encourage the player to move faster), implements one, discusses the pros and cons of different durations, and implements food. It also gives a small bonus to being well fed.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 20 - Magic Mapping</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_20/</link>
        <pubDate>Sat, 19 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_20/</guid>
        <description>Chapter 20 introduces the Magic Mapping scroll, and visual effects to reveal the world when you read it.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 18 - ASCII Particle Effects</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_18/</link>
        <pubDate>Fri, 18 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_18/</guid>
        <description>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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 17 - Bloodstains</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_17/</link>
        <pubDate>Thu, 17 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_17/</guid>
        <description>This chapter teaches you to add bloodstains to your map. Combat leaves a blood trail, providing breadcrumbs to help you know where you&amp;rsquo;ve been - and improving the general look and feel of the game.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapter 16 - Nicer Walls with Bitsets</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_16/</link>
        <pubDate>Wed, 16 Oct 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_16/</guid>
        <description>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.</description>
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      <item>
        <title>Rust Roguelike Tutorial - Chapters 1- 13</title>
        <link>https://bracketproductions.com/posts/roguetutorial/chapter_1_13/</link>
        <pubDate>Wed, 11 Sep 2019 08:46:25 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/roguetutorial/chapter_1_13/</guid>
        <description>While One Knight works its way through late alpha, I&amp;rsquo;ve been working on trying to help the roguelike community: I&amp;rsquo;ve started porting the libtcod Python tutorials for making a roguelike to Rust, and documenting the process.
The tutorial aims to start from &amp;ldquo;Hello Rust&amp;rdquo; all the way up to equipping yourself, leveling up, and exploring an endless dungeon.
I hope to extend it beyond the original tutorial, introducing lots of (hopefully) useful topics.</description>
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