Caverns of Wintermoor (Rust Version)

Update July 14th

As of July 14th, 2021, I’m putting this project on an official hiatus. I haven’t touched it in far too long, mainly because of the work I’m doing on Grail and not having much motivation to continue coding for fun after working with C++ for 6 hrs per day.

General Info

Why am I doing this?

I’ve started working on a C++/OpenGL project with a professor that I had last semester at Stevens, and he’s pushed me towards trying to learn a compiled / systems level language in a far greater depth than I have before. I’ve played with Rust in the past and loved it, as the compiler would yell at me whenever I did something stupid, and it would even suggest what I could do to fix my idiocy. Cargo as a build system is also beautiful, as the other two languages that I know best (Python and C++) have the absolute farthest thing from a unified build system and project structure.

The only problem with all of this is I don’t have any new and revolutionary ideas for a project. I want to continue working on the roguelike I made before, and there are a number of awesome libraries in the Rust ecosystem for roguelike development, so porting Caverns of Wintermoor to Rust seems like a no brainer.

Current State

As of now, the 31st of May, 2021, I’ve made my current progress on the port public on my GitLab. I haven’t documented anything, and there’s really only movement around a generated dungeon, as well as some randomly moving enemies that disappear when touched.

Screenshots

Coming once the game is actually playable!