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Roguelike Dev
roguelike dev



















roguelike dev

In this game you go through an invinite randomly generated dungeon. There is already a effect subsystem in place that is being used for healing potions and spider poisonings for example.Nearly Monochrome Roguelike is a roguelike game. The next step with spell casting takes me to effects. / tuturto / Leave a comment. The goal is the same this year - to give roguelike devs the encouragement to start creating a roguelike and to carry through to the end.Tutorial Tuesday: An annual learn-to-make-a-roguelike series! Next one is not until June 2022, but check out the records for samples across many languages and libraries.roguelike-dev Effects of spells.

It will start in three weeks on Tuesday June 16th. LICEcap: An easy way to record gifs of your roguelike in action.Roguelikedev Does The Complete Roguelike Tutorial is back again this year. REXPaint: ASCII editing tool for art, mockups, mapping, design. Get motivated!FAQ Friday: Discuss specific approaches to various aspects of development.Feedback Friday: Play a designated WIP roguelike and give feedback ( dev sign up instructions). 7DRL 2016: Fantastic Dungeons dev blog Mobile friendly graphical roguelike where you try to reach the end of the dungeon levels.Sharing Saturday: Share your progress (screenshots, changelogs, bugs :D). The idea for this game came from a gamejam the Youtuber Miziziziz did in March 2020.Overcooked-inspired mobile friendly bartender roguelike-like with co-op multiplayer.

roguelike dev

I am a Rust newcomer and you ease the pain quite nicely.The only minor issue I had was on part 1.3 or 1.4 I believe, you omitted to acknowledge a change that was needed in player.rs while refactoring map.rs (if I recall correctly) so I spent a good 25min fighting with the Rust compiler to understand what I needed to change, but it's also good to do it because I learned a lot more.I am still lost a lot about when to use 'var' vs '&var' vs all the others way to borrow/dereference/whatever variables but you do a good job pointing to the Rust book and Rust by example, it's just hard to wrap my head around that.After the tutorial I want to go toward more a colony type game like Dwarf Fortress / Rimworld (or your Nox Futura I believe too), do you have any small tips for me? :pAlso I noticed that mdbook had a configuration to be multilingual, I was pondering translating the few first parts of your tutorial in french to share with somes friends, would you mind? I saw your licence and I believe I am permitted to but just wanted to be sure (would not be a commercial project).Glad you're enjoying it! I'll see if I can find the trouble-spot and smooth it over. You can see there for other libraries/languages used in the past, and I'm sure we'll have a variety this year as well.I've started your tutorial this weekend (after years of lurking on roguelikedev for the sharing saturdays and FAQ fridays) and it's a blast! Many thanks for writing it. I'll be maintaining the directory like I've done in previous years, based on what is posted in each thread. You can/should post little progress updates in the weekly threads if you can (with a repo link if you've got one, and mention the language you're using and any other tutorial and/or library).

Behind the scenes, Rust is actually passing a pointer to the original variable. You borrow a variable by passing it with an ampersand ( my_function(&my_var)). Once you've moved out of a variable, it's gone - you can't use it again in the place from which you moved it. You move a variable by passing it normally ( my_function(my_var)), unless it has a Copy annotation in which case it sends a copy of the variable instead. I like to think of it this way:

You aren't just lending the function your variable, you are saying "change it all you like!". You mutably borrow a variable with &mut ( my_function(&mut my_var)). Like all good loans, it will be given back to you. So you are lending my_var to my_function for its use. I tend to refer to sending it as lending, and receiving as borrowing.

There are ways to tell Rust what you are doing (things like 'static indicate that this variable lasts forever). So you can't declare a variable, lend it to a function that saves a copy, and then do something that gets rid of the function. So if you lend a variable to a function, that variable must outlive the function's use for it. That kind of memory error has caused all manner of problems over the years, so Rust set out to avoid them once and for all. In C and C++, it's far too easy to send a reference (their lend/borrow - very similar) and for the other function to keep it - even if you've let it be destroyed elsewhere.

That can be a pain sometimes (there's a few places in the tutorial where I jump through some hoops to stop that happening) - but it does save you from accidentally hurting yourself.As for a DF/RW/NF type game. So you can have as many normal lends/borrows ( &) as you want, but only one active mutable borrow ( &mut) at a time. You shouldn't really do that anyway without lots of care/attention, but Rust polices it.

Roguelike Dev License Because I

Now I am back to looking for work and making projects.I am following along with the coding cookies tutorial and modernizing it.I have the code up till 11 done. Let me know how it goes!I lost my job as a Front End dev when our game studio laid everyone off at the end of March.I took some comp sci course work since I was self taught. :-) If you make some progress, I'll post a link to it. I went with a "no commercial" license because I don't want to wake up one morning and find that someone is making money from my work, I'm thrilled whenever people derive cool things from it. Feel free to look at NF's source for inspiration.Multilingual translations would be cool! My foreign language skills are terrible, so I can't really tell you if a translation is good or not - but feel free to give it a go. I personally find ECS to be ideal for that kind of thing, because you're simulating lots of systems - but it could be done any way you like.

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