The idea is to take the classic early survival progression and adapt it to a side-on terminal format instead of a tile or pixel-art engine.
Current build includes: - procedural Overworld, Nether, and End generation - mining, placement, crafting, furnaces, brewing, and boats - hostile and passive mobs - villages, dungeons, strongholds, Nether fortresses, and dragon progression
This is still early alpha, but it’s already playable.
Project: https://github.com/pagel-s/termcraft
Well OF COURSE you just prompt Claude... /s
No seriously why would you need a graphics engine for procedurally generating content? In this particular case for example his "content" is the world map expressed in some units (tile grid) across two axis. Then you generation algorithm produces that 2d data and that's that.
any way to link instances together? I'm interested in something like this to import/export resources etc.
More related, Worldgen v2 is pretty amazing compared to Minecraft. What is the basis for the Worldgen in this project? Not too different from a 3d voxel game? I'm pretty new to it and have a general curiosity still.
On a serious note, nice job OP. This game kind of feels like an ASCII version of Terraria. Might I recommend extended ASCII or unicode for the player though? Right now they look a bit like a lollipop.
Writing any non-trivial video game with Rust is (arguably) interesting in itself since developer velocity in gamedev is generally considered paramount, and Rust has a reputation (rightly or wrongly) for hindering velocity.
So yes, the fact that this is written in Rust is actually relevant and valuable. As opposed to your hollow snark.
Now, OP: tell us more about how that's played out for you.
I dont think the parent comment was complaining, just pointing out the "written in rust" meme. Being the top comment, seems like plenty of people enjoyed it!
It's the weekend, take it easy :)