Roguelike Dev Day 3: Cave Spelunking!
programming, rust, game, roguelike
Is this a Devlog?
Not really.
I'm just following an online tutorial to make a roguelike; I'm not making my own game yet. I'm writing this more for myself: to jot down thoughts that occur to me as I go, and as an encouragement to keep going.
My plan is to finish this tutorial and then use that knowledge to start my own game. At that point I guess this will become a devlog. :)
Field of View
How important is Field of View to me?
Well, I like exploration, so having a limited field of view will encourage the player to explore to uncover the whole map. And having a "fog of war" that hides existing enemies even in previously explored areas is nice, too.
Do I want a conical/directional field of view? probably not. I'm thinking it'd be more like old Pokémon games, where you can see a small area all around you.
Anyway, I'm going to go code now. 👋
... The code isn't all given in the chapter. Instead, the chapter has most of the code and says "oh and some changes need to happend over here and here." It's a nice change of pace, I think.
Oh wow. Getting the viewshed to render was really satisfying. I'm mostly copy/pasting, with some complaints from the compiler guiding me, but still. Exploring an ascii world I programmed is kinda cool. 😆
Oof
That took a while. I thought I'd be able to go through 2 or 3 chapters at a time for a while.
Lots of intersting stuff, though. The field of view looks like a spotlight. It makes me feel like I'm spelunking in dark mysterious caves.
Tchau!