{"id":30193302,"url":"https://github.com/ppkfs/haskell-roguelike-tutorial","last_synced_at":"2026-03-15T01:03:51.893Z","repository":{"id":251112860,"uuid":"831021883","full_name":"PPKFS/haskell-roguelike-tutorial","owner":"PPKFS","description":"A tutorial series of building a roguelike with Haskell.","archived":false,"fork":false,"pushed_at":"2025-07-22T18:00:41.000Z","size":513,"stargazers_count":5,"open_issues_count":0,"forks_count":0,"subscribers_count":1,"default_branch":"main","last_synced_at":"2025-07-22T18:12:16.468Z","etag":null,"topics":["gamedev","haskell","roguelike"],"latest_commit_sha":null,"homepage":"","language":"Haskell","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/PPKFS.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null}},"created_at":"2024-07-19T13:32:49.000Z","updated_at":"2025-07-22T18:00:46.000Z","dependencies_parsed_at":"2025-01-17T15:39:22.690Z","dependency_job_id":"0e9fec65-f05f-4271-89dc-ad5c47a4da8b","html_url":"https://github.com/PPKFS/haskell-roguelike-tutorial","commit_stats":null,"previous_names":["ppkfs/roguelike-tutorial-parts","ppkfs/haskell-roguelike-tutorial"],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/PPKFS/haskell-roguelike-tutorial","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/PPKFS%2Fhaskell-roguelike-tutorial","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/PPKFS%2Fhaskell-roguelike-tutorial/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/PPKFS%2Fhaskell-roguelike-tutorial/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/PPKFS%2Fhaskell-roguelike-tutorial/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/PPKFS","download_url":"https://codeload.github.com/PPKFS/haskell-roguelike-tutorial/tar.gz/refs/heads/main","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/PPKFS%2Fhaskell-roguelike-tutorial/sbom","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":270166107,"owners_count":24538445,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","status":"online","status_checked_at":"2025-08-12T02:00:09.011Z","response_time":80,"last_error":null,"robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":true,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["gamedev","haskell","roguelike"],"created_at":"2025-08-13T01:56:38.197Z","updated_at":"2025-12-24T01:37:52.235Z","avatar_url":"https://github.com/PPKFS.png","language":"Haskell","funding_links":[],"categories":[],"sub_categories":[],"readme":"A repo for the parts of the Haskell roguelike tutorial available at https://ppkfs.github.io. Each part of the tutorial is fully contained and iterative. Individual parts on their own are available in individual branches (thanks, `git-subrepo`!).\nThe structure of the parts has been shamelessly borrowed from the *fantastic* Rust+`rltk/bracket` tutorial available [here](https://bfnightly.bracketproductions.com/).\n- Section 0: Before we begin...\n  - Part 0.0 - Setting up the project. Printing a character to the screen.\n- Section 1: The base game.\n  - Part 1.1 - Moving around with the keyboard. `mtl`.\n**--- this is up to where the written tutorial parts end. ---**\n  - Part 2 - Making some various basic maps. Better module organisation.\n  ![alt text](screenshots/part-2.png)\n  - Part 3a - Introducing game objects and the `Rogue.Objects` modules. Hitting the edge of dealing with 'vanilla' Haskell.\n**--- this is up to where the code has been reviewed and neatened up. ---**\n  - Part 3b - Introducing `optics` - finally a solution to how awkward it is to do nested record updates (and state updates!).\n  - Part 4 - Field of view and exploration.\n  ![alt text](screenshots/part-4.png)\n  - Part 5 - Monsters, pathfinding, and diagonal movement.\n  ![alt text](image.png)\n**--- this is up to where the code has been finished. ---**\n  - Part 6 - Combat, killing things, getting killed. Modelling inputs as actions and events.\n---\n\neverything after this part is the roadmap!\n\n---\n- - Part 7 - UI and info panels. Message logs. A camera separate from the map. Mouse support and tooltips.\n  - Part 8 - Items, inventory, making spawning more interesting. Using/picking up/dropping things.\n  - Part 9 - Ranged damage and scrolls. Targeting. Status and AoE effects.\n  - Part 10 - Saving/Loading. Adding a title screen. More levels. Bigger levels.\n  - Part 11 - Difficulty and waiting. More enemy variety. Bosses.\n  - Part 12 - Equipment and armour. An \"end\" and a game over screen.\n- Section 2: Making it prettier.\n  - Part 2.1 - Graphical tilesets. Making walls appear connected.\n  - Part 2.2 - Bloodstains, particle effects, animations. Decoupling\n  - Part 2.3 - Hunger and food. Magic mapping.\n  - Part 2.4 - Support for REXPaint and making a prettier game menu.\n  - Part 2.5 - Traps. Tile entities (water and lava and suchlike).\n- Section 3: Improving the map generators.\n  - Part 3.1 - Making a general map framework to plug'n'play different generators.\n  - Part 3.2 - Generating dungeons and interiors with BSP (Binary Space Partitioning).\n  - Part 3.3 - Cellular automata and the drunkard's walk.\n  - Part 3.4 - Labyrinths and mazes.\n  - Part 3.5 - Overworld and chunking for large spaces.\n  - Part 3.6 - Minimaps.\n  - Part 3.7 - Prefabs and hand-designed rooms.\n  - Part 3.8 - Nicer corridors. Doors. Keys and locks.\n- Section 4: Polishing and expanding the world.\n  - Part 4.1 - Data-driven Design (DDD). Loading object definitions from files.\n  - Part 4.2 - A town. Buildings. A story.\n  - Part 4.3 - Populating the town. Chatter. NPCs. Talking.\n  - Part 4.4 - Adding RPG stuff. Stats. XP. Levelling.\n  - Part 4.5 - Making a forest. Making caves.\n  - Part 4.6 - Teleportation. Quests.\n  - Part 4.7 - More items. More monsters. More variety. More *stuff*.\n  - Part 4.8 - Supporting different fonts. Multi-tile objects.\n---\nSome other things I think would be useful to cover but haven't decided on yet.\n\n---\n\n- - Sound\n  - Testing\n  - Debugging support\n  - Profiling and optimisation\n  - GUI elements\n  - Configuration","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fppkfs%2Fhaskell-roguelike-tutorial","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fppkfs%2Fhaskell-roguelike-tutorial","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fppkfs%2Fhaskell-roguelike-tutorial/lists"}