Crawlfest: Building a Terminal Roguelike in Rust

For a few months now I have been building a terminal roguelike in Rust in the spirit of ADOM and NetHack. This article is about the technical groundwork: why ratatui and legion instead of a game engine, how the four map generators work (rooms, cellular-automata caverns, hand-drawn prefabs, and a hybrid of the last two), how field of view and A* pathfinding hook into my own map type through two traits, how content lives in RON files instead of code, and how save games avoid serialising the ECS at all.

添加评论
点赞收藏
点踩分享查看原文
评论
?
参与讨论