Almost four months ago, I started writing a series on how to write a roguelike in Racket. I believed then as I believe now that Racket is an excellent all around language and that I would like to see more done with it–particularly in games.
Almost four months ago, I started writing a series on how to write a roguelike in Racket. I believed then as I believe now that Racket is an excellent all around language and that I would like to see more done with it–particularly in games.
Last week we made mazes on a regular grid using the noise generators. That was pretty neat, but it got me thinking. What other ways do we have to procedurally generate interesting level patterns?
I think by now it’s well past time that we got to adding a bit more content. So far, here’s what we have (bolded entries we actually used in day 8):
We can do better than that though!
If a picture is worth a thousand words, surely an animated GIF is worth a few more than that. 😄
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.
So far, we’ve worked out our GUI and I/OÂ and created procedurally generated caves. So what does that leave for today? Something to fight!