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I did a bit of a double take seeing this on HN. Seeing something I helped to create on here is... a strange feeling, to say the least. While I'm not completely
by TStand90 5y ago
I did a bit of a double take seeing this on HN. Seeing something I helped to create on here is... a strange feeling, to say the least.
While I'm not completely satisfied with the way this tutorial stands right now, I certainly hope that it has given a few people some ideas and motivation for their own roguelike projects.
Feel free to shoot any issues with the site or tutorial text over to the Github page: https://github.com/TStand90/roguelike-tutorials-website https://github.com/TStand90/roguelike-tutorials-website (fair warning: I'm pretty bad at responding to issues, and I sincerely apologize for that)
- voakbasda 5y agoI did a speed run through the tutorial after discovering it here on HN. I have been itching to write a rougelike for a few months, and I happened to have the time to spare. Overall, it was a lot of fun, and I enjoyed the process. I have not played with Python for a while, so this was a nice refresher. Your tutorial also brought me up to speed on the modern static typing support. As for my process, I copy and pasted each set of changes, working through each part in turn. Overall, I stuck fairly close to the tutorial code, though every part received some amount of custom changes to keep things interesting. Very easy to follow. I created a custom Dockerfile to encapsulate all of the required dependencies, using a Makefile to test/check the code inside a container. I used `mypy` for checking types, which helped find track down the bugs introduced by my custom changes. It would be nice to see a new version that eliminates the refactoring steps that prefix Parts 6 and 8. Those unexpected grinds took a little bit of wind out of the sails, but the changes were ultimately worthwhile. Another suggestion would be to encapsulate all of the game parameters into their own class from the start, such that you can pass an instance of that around rather than a half dozen individual variables. But really, those are relative nits to pick. I would recommend this tutorial to anyone familiar with Python as a way to learn the internals of roguelikes built using TCOD.