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RogueGameDev
Code for the Rogue C# programming tutorial on ComeauSoftware.com. This will be a roguelike game, currently in development for the course and closely based on the original Rogue. This project does not use AI-generated code.
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Infinitesimal Quest 2 + ε (GitHub)
Time was, I discussed my progress on Rogue TV. I ceased work on that in 2017, and at this point it seems dead in the water. Recently I've started a new project, Infinitesimal Quest 2 + ε. This game isn't a roguelike by any reasonable definition: the levels are fixed rather than randomly generated, and the player will be not just allowed but encouraged to take back moves (per an idea I described previous on this sub), which is as far from permadeath as you can get. But the design and implementation involves many issues that are familiar to me from my Rogue TV days. It's a turn-based tactical dungeon-crawler on a fixed grid that will have a console-mode display. Also, I like this sub. So, while I'd like to resume participation in Sharing Saturday, I don't want to step on people's toes if the general wish is to restrict it to actual roguelikes. Let me know how you feel, folks.
Looks like it's still called "Age of Transcendence" on GitHub. Is that a mistake?
There is no such thing as overengineering in fun projects, so I've also adopted Tracy as profiling solution. Works quite nice and gonna save me plenty of times in the future debugging performance spikes on badly optimized math heavy operations.
I developed the inventory system in my Rogue C# series a little more and it was an adventure.
Been working on a hobby project for a while, mostly as an excuse to teach myself Rust. I'm limited to an SSH connection for the computer that I do my development on, so I had to adapt everything to fit that limitation as I went along. Specs' support for this kind of thing is a bit old, the dev's admitted that it's not so great, so I made an attempt at reimplementing the backend in cursive.
Well, that ran into its own issues, so I started over from scratch using ratatui and Bevy, still following the Rust RLTK as a roadmap for what to do next. I think I've hit the sweet spot between these two libraries: ratatui's 'immediate' paradigm makes it a lot easier to put together my own UI widgets from whatever data sources I like, while Bevy's core ECS makes it easy to gather that data and impose whatever structure I need to at that moment.
Well, that ran into its own issues, so I started over from scratch using ratatui and Bevy, still following the Rust RLTK as a roadmap for what to do next. I think I've hit the sweet spot between these two libraries: ratatui's 'immediate' paradigm makes it a lot easier to put together my own UI widgets from whatever data sources I like, while Bevy's core ECS makes it easy to gather that data and impose whatever structure I need to at that moment.