It’s hard to believe that it’s already been almost two months since I first started this series. In that time, it’s grown and changed rather a lot.
It’s hard to believe that it’s already been almost two months since I first started this series. In that time, it’s grown and changed rather a lot.
When I was playing Racket Roguelike earlier this week1, I realized something: I can see everything. There are no surprises, no mystery, no darkness
Let’s fix that.
Moria… You fear to go into those mines. The dwarves delved too greedily and too deep. You know what they awoke in the darkness of Khazad-dum… shadow and flame. – Saruman, Lord of the Rings
Today, we dig too deep.
Another week, another step towards building a roguelike in Racket. This week, we’re going to build another basic system (like the critters) that can easily be expanded with all sorts of crazy content: items and inventory.
A very minimal update today, since the many, many early May conference deadlines are fast approaching. But despite there only being a few lines of changes, already we are starting to get a bit more character to the game. Essentially, today we want to make the enemies smarter and add a bit more explosive sort of attacks.
I’m perhaps a little late to last week’s DailyProgrammer challenge to implement a user-space threading system, without using any sort of built in thread library, but it just sounded too interesting to pass up.
So far, we’ve worked out our GUI and I/O and created procedurally generated caves. So what does that leave for today? Something to fight!
As I seem to be wont to do, I needed something to work on my Roguelike in Racket tutorial series–so I wrote it! This time, we’re looking to add a prototyped-based object system to Racket. I’m sure that someone has rigged up something similar before, but it’s often more interesting to work things like this out for oneself.
Last Thursday I wrote a post about generating Perlin/simplex noise in Racket. Later that day, I posted to the Racket mailing list asking how I could make it faster. What resulted was a whole sequence of responses (primarily about Typed Racket) and a bit of a rabbit hole that I’m still trying to wrap my head around.
When last we met, we had a working GUI with the player’s @
walking about. Today, we’re going to add somewhere for the player to wander about1.