Week 5
8/24/2021 - 8/30/2021
8/24/2021 - 8/30/2021
We can descend levels now!
This ended up being pretty straightforward, mostly because of the systems already set up to generate and populate levels.
A future change I will probably make is to make the initial level setup and restart use the descent code, so it all does exactly the same thing, rather than just calling the same functions, but other than that this is a pretty good and simple implementation.
This section adds spawers with weighted results, instead of manually spawning each type of enemy/item then changes the weights as you descend through the dungeon.
This was very simple gameplay engineering with not much of interest to speak of really.
This part adds the equipment and puts some other final touches on the game.
Adding equipment was pretty easy thanks to the ECS system. A similar system to the regular inventory with some added logic to handle equipment effects.
This implementation makes adding new equipment super easy too, which is pretty cool.
There are also some final touches here like adding a game over screen and restarting once the player dies which are basically just like the other UI work that has been done.
This is the end of the basic Rust walkthrough, so I am leaving it here for now. I have learned a lot about Rust and the Specs ECS system. I would call this project a success in that regard.
I don't know if I like Rust more than C#, but the benefits are not necessarily apparent in a project like this. I do find the syntax to be a bit strange, even after writing all this code in it, but nothing I wouldn't be able to get used to.
Even making this simple roguelike has given me a ton of ideas for where to take this game, so I am looking forward to working on this again.
I may pick this up for the event next year!