1 hour ago · 29 min read5742 words · Tech · hide · 0 comments

I have wanted to write a roguelike since roughly the first time ADOM killed me in the Small Cave. A few months ago I finally started one, mostly because I wanted a Rust project that was large enough to be interesting and small enough to finish a piece of it in an evening. The result is crawlfest: a turn-based ASCII roguelike that runs in a real terminal. Procedurally generated multi-floor dungeons, permadeath, field of view, monsters that pathfind to you, loot, equipment, status effects, and a tombstone at the end. The setting is a fantasy world with a wrecked starship scattered through its lower levels, which is why the dungeon contains both kobolds and hyposprays. This is not a release announcement. The game is unfinished, the source is not public, and I might publish it at some point. What follows is a write-up of the technical groundwork that already exists, because the architecture came together cleanly enough to be worth documenting: the framework choices, the map generation,…

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