https://github.com/dpc/rustyhex
Simple roguelike written in Rust language.
https://github.com/dpc/rustyhex
Last synced: 8 months ago
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Simple roguelike written in Rust language.
- Host: GitHub
- URL: https://github.com/dpc/rustyhex
- Owner: dpc
- License: mit
- Created: 2014-03-30T07:43:11.000Z (about 12 years ago)
- Default Branch: master
- Last Pushed: 2016-01-20T18:05:47.000Z (over 10 years ago)
- Last Synced: 2025-01-09T23:38:05.357Z (over 1 year ago)
- Language: Rust
- Homepage:
- Size: 200 KB
- Stars: 93
- Watchers: 5
- Forks: 13
- Open Issues: 12
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
[](https://travis-ci.org/dpc/rustyhex)
# RustyHex
## Introduction
Simple roguelike written in [Rust][rust-home].
It's a spinoff of [rhex][rhex], but while [rhex][rhex] uses traditional command
line display, rustyhex uses OpenGL.
It's intendent to exercise my [Rust][rust-home] knowledge and let me play with
certain mechanisms that I'd like to see in roguelike game:
* hexagonal map
* tactical positioning (strafing, face-direction)
* tick system with actions having delay and duration
[rust-home]: http://rust-lang.org
[rhex]: https://github.com/dpc/rhex
### Note
I am not actively working on this project as I lack skill and time to
develop satisfying OpenGL UI. [rhex][rhex] is the primary place where
I work on the ideas of hexagonal roguelike.
I'm still interested in PRs or even completely handing over this project
to someone. It might also get merged in rhex one day.
## Overview
![RustyHex screenshot][ss]
[ss]: http://i.imgur.com/BUMttnd.png
## Building
See `.travis.yml`
## Status and goals
[](https://travis-ci.org/dpc/rustyhex)
[Report problems and ideas][issues]
[issues]: https://github.com/dpc/rustyhex/issues
# How to play
## Basics
* Use `hjkl` or arrow keys to move.
* Press `r` to toggle between running and walking.
* Hold `Shift` to strafe (with Left/Right move)
* Hold `Ctrl` to attack (with a move)
* Press `.` to wait.
## Mechanics
Game time is measured in tick. All creatures (including player) can issue
actions. Every action has pre and post delay. Pre-delay is a number of ticks
between issuing an and when it actually happens. Post-delay is a time after
action was performed and when next action can be issued.
### Running
Running is faster if the preceding action was also Running. This reflects some time
that it takes to get to full speed.
### Melee attack
Melee attack action has generally small pre-delay, but long post-delay.
### Wait "rubber"
Any action performed after Wait action is going to have it's pre-delay reduced.
This reflects the preparation time that allows for faster attack.