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How to make roguelike games in Rust

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51–60 of 77 posts

Re: How to make roguelike games in Rust

#51
post #3

Are there commercially successful roguelikes that use ascii art only? Dwarf Fortress is the only one I know of and it's getting an official makeover for the Steam release.

I don't know about roguelikes success (Cogmind comes to mind), but I can tell you that ASCII games can be successful if you have a good idea. For example, I spent about 2 months making Rogue Bit just over a year ago: https://roguebit.bigosaur.com/ And it sold over 25000 copies so far.

So amazing, all these smart people making commercial games in such a short time, and then there's me still working on the same old thing year after year, even though it was released a long time ago xD

Re: How to make roguelike games in Rust

#52
post #12

Earlier quoted context omitted.

Just to add on to the "not a roguelike" list (it's an adventure game), Stone Story RPG ( https://store.steampowered.com/app/603390/Stone_Story_RPG/ ).

That's not really ASCII art. I mean it is, but iirc it's custom shader code in Unity made to look like retro style ASCII art. So it's actually way more difficult to make than a grid of ASCII characters.

> it's actually way more difficult to make than a grid of ASCII characters

Any pointers on how to set up a grid of ASCII characters? That'd be what I would use tcod for. It seems like it should be easy, but I guess I don't know how to look for it.

Re: How to make roguelike games in Rust

#53
post #41

Earlier quoted context omitted.

I don't know about roguelikes success (Cogmind comes to mind), but I can tell you that ASCII games can be successful if you have a good idea. For example, I spent about 2 months making Rogue Bit just over a year ago: https://roguebit.bigosaur.com/ And it sold over 25000 copies so far.

I've not heard of Rogue Bit before, but it looks really cool and intriguing, so I just bought a copy. Thanks for contributing to the indie game world!

Thanks. If you have any feedback on the game, feel free to shoot me an e-mail (it's in my HN profile).

Re: How to make roguelike games in Rust

#54

Are there any AAA studios using rust yet? I personally think it's not going to happen any time soon, but I'd be glad to be proven wrong. My theory that it won't happen without some form of inheritance-like structure. Games, like many forms of simulation, are inherently stateful and tends to fall hard on the OO-side of the Expression Problem spectrum. Traits tend to give you the best of both worlds, but in very import…

https://www.reddit.com/r/rust/comments/78bowa/hey_this_is_ky...

Chucklefish is no longer using Rust.

Re: How to make roguelike games in Rust

#55
post #19

Ask HN: are there any roguelike games that can be played (collaboratively) by two players on remote connection? Mac OS would be a plus because both me and my friend use mostly Apple stuff at home.

Not exactly roguelikes, but MUDs [1] are multiplayer games with a roguelike feel, but they are more like the ancestors of MMORPGs, TBH. A telnet program should basically be enough to start playing. There are some "MUD client" programs that enhance the interface (dunno about MAC OS), and some sites offer enhanced web interfaces as well. One of the most popular, Aardwolf [2] is very newbie-friendly. [1] https://en.wiki…

Thanks, I am old enough to know of MUDs "first hand". But what I am looking for is a way to play casually with exactly one friend (who lives hundreds of Kms. from me) and not to spend more than 1 hour in the game at the time.

Re: How to make roguelike games in Rust

#57
post #20
post #12

Earlier quoted context omitted.

That's not really ASCII art. I mean it is, but iirc it's custom shader code in Unity made to look like retro style ASCII art. So it's actually way more difficult to make than a grid of ASCII characters.

Although I get where you’re coming from, I disagree with the assertion that this makes it “not really ASCII art”. At the end of the day modern terminal emulators use a graphics API at one point to render characters on the screen. You wouldn’t say that iTerm2 isn’t a “real tty” because it has a metal backend (in this case, iTerm2 is also using a custom shader to render ASCII/unicode — more complex than this game of co…

isn’t a “real tty” because it has a metal backend

I was at first confused. Of course "real ttys" have some metal in their back end! (I'm too young and my default mental image of a "real tty" contains a CRT, but there's probably even more metal in a teletype.)

Re: How to make roguelike games in Rust

#58

Are there any AAA studios using rust yet? I personally think it's not going to happen any time soon, but I'd be glad to be proven wrong. My theory that it won't happen without some form of inheritance-like structure. Games, like many forms of simulation, are inherently stateful and tends to fall hard on the OO-side of the Expression Problem spectrum. Traits tend to give you the best of both worlds, but in very import…

I think as ECS becomes more in vogue for AAA game development (I write almost entirely ECS C++17 on a big-budget project at work, for example) we’ll see Rust becoming more utilized.

`specs` takes advantage of Rust’s compiler to provide very clean separation of concerns, opportunities for parallelism, and a clear path for unit testing. It just takes longer for entrenched technologies to change in the big-budget space.

Re: How to make roguelike games in Rust

#59

I said this in a previous comment on a different story, so I'm going to copy-paste the content of that comment with some minor edits: The bfnightly tutorial is a very good tutorial, but I do want to warn that it's not always terribly idiomatic Rust: Herbert was using the writing of the tutorial as a way of practicing Rust, so there are places where the explanations aren't quite correct and other places where the code…

> > "value" type They mean a nonlinear (or nonaffine) type, as opposed to a affine type - that can only be passed by reference if you don't want to get rid of it yet - which they would presumably call a "reference" (or "by-reference") type. It's a correct explanation, but ambiguous (not misleading, but perhaps confusing) terminology.

Clone doesn't have anything to do with that though. Copy types are passed 'by value' without a move (so are not affine). But a Clone type doesn't change anything except to add the clone() method.

Re: How to make roguelike games in Rust

#60
post #19

Ask HN: are there any roguelike games that can be played (collaboratively) by two players on remote connection? Mac OS would be a plus because both me and my friend use mostly Apple stuff at home.

Replying to myself in case this could be of interest to someone else. After a long debate I convinced my friend to try Torchlight 2. We played for maybe 90 minutes yesterday and so far it seems to be at least ok for both of us.

We used Discord voice chat to coordinate.

(I think it can scale to up to 4 different cooperative players - of course it is not turn based but from my previous experience with Torchlight first edition I think it is playable even if your reflexes are just average).

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