Media Summary: It's nice when a feature just works the first time. Unlike the frustration I felt earlier in this stream, adding the ability to " I'm guessing the player would like to know where they are. It's the little details that matter. Something that took me a while to work ... Danger! Excitement! Deleting code! I need some way to make the work I did here sound interesting. It's true that I deleted code, but ...

My Own Roguelike In Rust Remembering The Map - Detailed Analysis & Overview

It's nice when a feature just works the first time. Unlike the frustration I felt earlier in this stream, adding the ability to " I'm guessing the player would like to know where they are. It's the little details that matter. Something that took me a while to work ... Danger! Excitement! Deleting code! I need some way to make the work I did here sound interesting. It's true that I deleted code, but ... There's still a problem - we're drawing mobs even outside the player's visibility circle (the "Viewshed"). I needed to refactor the ... I'm back! This time with a side project. I tried Here's another one that took me a while to debug - because the systems don't run in any particular order, sometimes the

It took a few false starts, but here is where I learned how to create a Using the RNG we set up in the last video, we finally are able to create and display rooms! There's gonna be a Up until now, the program would generate a list of rooms, which we would just draw on the screen. In this video, I convert that data ... This was one of those times in which I just could not figure out what was going wrong during the stream, but now in hindsight ...

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My Own Roguelike in Rust - Remembering the Map
My Own Roguelike in Rust - Putting the Player on the Map
My Own Roguelike in Rust - Working at the Refactory
My Own Roguelike in Rust - Drawing Mobs, Again
I Tried to make a Roguelike in One Month - Devlog
My Own Roguelike in Rust - Viewsheds and Visibility
Steve(gridbugs) - Making a roguelike in 7 days in Rust
[Rust | nvim] My Own Roguelike - Maps Larger than the Screen
Build a Roguelike in Rust 🦀
[Rust | nvim] My Own Roguelike - Creating Rooms on a Map
[Rust | nvim] My Own Roguelike - Improved Map Handling
My Own Roguelike in Rust - Trying to fix a visibility bug
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My Own Roguelike in Rust - Remembering the Map

My Own Roguelike in Rust - Remembering the Map

It's nice when a feature just works the first time. Unlike the frustration I felt earlier in this stream, adding the ability to "

My Own Roguelike in Rust - Putting the Player on the Map

My Own Roguelike in Rust - Putting the Player on the Map

I'm guessing the player would like to know where they are. It's the little details that matter. Something that took me a while to work ...

Sponsored
My Own Roguelike in Rust - Working at the Refactory

My Own Roguelike in Rust - Working at the Refactory

Danger! Excitement! Deleting code! I need some way to make the work I did here sound interesting. It's true that I deleted code, but ...

My Own Roguelike in Rust - Drawing Mobs, Again

My Own Roguelike in Rust - Drawing Mobs, Again

There's still a problem - we're drawing mobs even outside the player's visibility circle (the "Viewshed"). I needed to refactor the ...

I Tried to make a Roguelike in One Month - Devlog

I Tried to make a Roguelike in One Month - Devlog

I'm back! This time with a side project. I tried

Sponsored
My Own Roguelike in Rust - Viewsheds and Visibility

My Own Roguelike in Rust - Viewsheds and Visibility

Here's another one that took me a while to debug - because the systems don't run in any particular order, sometimes the

Steve(gridbugs) - Making a roguelike in 7 days in Rust

Steve(gridbugs) - Making a roguelike in 7 days in Rust

Steve has been building side projects in

[Rust | nvim] My Own Roguelike - Maps Larger than the Screen

[Rust | nvim] My Own Roguelike - Maps Larger than the Screen

It took a few false starts, but here is where I learned how to create a

Build a Roguelike in Rust 🦀

Build a Roguelike in Rust 🦀

Watch me make a simple

[Rust | nvim] My Own Roguelike - Creating Rooms on a Map

[Rust | nvim] My Own Roguelike - Creating Rooms on a Map

Using the RNG we set up in the last video, we finally are able to create and display rooms! There's gonna be a

[Rust | nvim] My Own Roguelike - Improved Map Handling

[Rust | nvim] My Own Roguelike - Improved Map Handling

Up until now, the program would generate a list of rooms, which we would just draw on the screen. In this video, I convert that data ...

My Own Roguelike in Rust - Trying to fix a visibility bug

My Own Roguelike in Rust - Trying to fix a visibility bug

This was one of those times in which I just could not figure out what was going wrong during the stream, but now in hindsight ...

Why My Game Map Looked Cheap — And How I Fixed It

Why My Game Map Looked Cheap — And How I Fixed It

Why does a game