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Releases: Llywelwyn/rust-rl

v0.1.4

15 Jun 20:12
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First build in a while. An eclectic mix of things.

  • overland travel
    • there's an actual world map now. descend > to local maps, and step off the edges of local maps to return to the world map. the previous starting town is found to the east of where you start on the world map. there's also an infinite dungeon up in the mountains to the north-west. for now, it's pretty barren, but it works and it's there, and adding stuff is easy.
  • dungeon features, and a bunch of creatures and items
    • overgrown, grassy rooms full of treants; stone rooms full of bunk beds and squads of orcs, led by a captain; and more
  • damage types: weaknesses, resistances, & immunities
  • morgue files, written to a txt file in /morgue/, or the console on the wasm build
  • static keys for items in your inventory
    • rather than just assigning keys aA-zZ every time you open up the menu, everything you pick up/drop now gets a proper key assignment. if it should stack, it'll share a key, and if you drop the item on your a key every other item wont shuffle down a slot.
  • fully kb playable
    • removed the last vestiges of mouse control, now the whole thing is fully playable with just a keyboard. x to farlook, movement keys to move the cursor around

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If you want to play, there's:

  • a version I'm keeping up to date on my page at https://llyw.co.uk/rl/;
  • this executable, although without CI/CD I wouldn't blame you for not trusting it;
  • or making a release yourself, with git clone https://github.com/Llywelwyn/rust-rl/ && cd rust-rl && cargo build --release, and then finding the executable at /target/release/rust-rl.exe

v0.1.1

23 Aug 22:12
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Here's a first build to conclude roguelikedev does the complete roguelike tutorial. There's no victory condition or McGuffin to find yet, but that's fine.

I managed to cover all of the bases that the tcod python roguelike tutorial would have covered, as well as a few stretch goals I was hoping I'd get done, like a framework for character creation, animations, and proper item-ID/beatitude and combat systems.

One thing I missed out on - that I wanted to leave until the animations were in - was a proper system of spellcasting, but I didn't manage it. Ultimately I decided I'd rather wait to find the time to make the fully-fledged system I'm hoping for, than to put in a half-baked system I'd end up changing just for the sake of getting it out in time for this final week of the roguelikedev sprint.

There are fireballs though, at least.

image

If you want to play, there's:

  • a version I'm keeping up to date on my page at https://llywelwyn.github.io/;
  • this executable, although without CI/CD I wouldn't blame you for not trusting it;
  • or making a release yourself, with git clone https://github.com/Llywelwyn/rust-rl/ && cd rust-rl && cargo build --release, and then finding the executable at /target/release/rust-rl.exe