# Racket Roguelike: Post-mortem

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.

# Racket Roguelike 10: Levels via automata!

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?

# Racket Roguelike 9: Daedalus' wrath!

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):

• entities: rat, goblin, bomb, bomber goblin
• armor: leather, chain, plate, enchanted
• weapons: club, dagger, battle axe, longsword, magic sword
• potions: health potion
• coins: copper, silver, gold, platinum
• levels: forest, caves

We can do better than that though!

# Racket Roguelike 8: A million words!

If a picture is worth a thousand words, surely an animated GIF is worth a few more than that. 😄

# Racket Roguelike 7: Into darkness!

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.

# Racket Roguelike 6: Dig deeper!

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.

# Racket Roguelike 5: Armors and weapons and potions, oh my!

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.

# Racket Roguelike 4: Slightly smarter critters!

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.

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.