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Rusty Dagger - A Rust roguelike

Main thrust of my hobby development in the past month has been on Our Fallen Mother, my vaguely prehistoric village builder. There has been huge progres with it and it is coming up to a point where I'm happy to release it and call it finished.

As a side to that side project, I also began working on a roguelike written in Rust as a follow along with the reddit roguelikedev tutorial follow along series. I chose Rust mainly so I can learn something about the language. It is indeed completely different mentally from writing .net programs. There is a much greater emphasis on correct code, something that I have always left to the GC while using .net, and this has definitely slowed me down as I'm trying to get to grips with it.

Progress on the roguelike hasn't been very active, I am still working on a combat system, and want to create a good version of a placement algorithm for the creatures in the cave systems I generate, but it has taken a back seat in my excitement to finish Our Fallen Mother.

So far I have finished two procedural generation algorithms for the project. One is the simple and ubiquitous dungeon. This works by placing a number of rooms that do not intersect with each other, and connecting these through a series of corridors that can intersect between rooms, ensuring everything is connected. Below is a sample unexplored version of that dungeon. My main alteration from the tutorial has been the inclusion of the collonaded rooms, when a room is generated there is a low chance that it will have a series of columns creating a gallery on two sides of the room.

Dungeon generation in RustyDagger

The other algorithm was a very basic drunkard's walk to generate continuous cave systems. This turned out looking incredibly nice in my opinion, but it makes it more difficult to intelligently place any of the items or creatures as there is not an easy way to get a genius loci of a room as there is in the dungeon generation.

Cave generation in RustyDagger

Rusty Dagger is low intensity, like everything I do. There might be more updates soon, but my focus now is still on Our Fallen Mother, but it can be nice to take some time out and work on something that's a complete change of pace. The source is up on my sr.ht for those interested.


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