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    <title>Game on rostrum.blog</title>
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    <description>Recent content in Game on rostrum.blog</description>
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      <title>Tamagotchi in R?</title>
      <link>https://www.rostrum.blog/2022/11/13/tamrgo/</link>
      <pubDate>Sun, 13 Nov 2022 00:00:00 +0000</pubDate>
      
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      <description>Hex logo: evolution line of a {tamRgo} digital pet (species Y, ‘hat guy’).  tl;dr I’ve written the concept R package {tamRgo} to simulate a persistent digital pet in your R console and I think it’s pretty neat.
 Had an oeuf? R is a game engine1. Don’t @ me2.
Turns out that R can keep a ‘save state’: developers can write a persistent file to the platform-independent path on a user’s machine resolved by tools::R_user_dir()3.</description>
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      <title>You are a halfling, trying to harvest {potato}</title>
      <link>https://www.rostrum.blog/2022/09/13/potato/</link>
      <pubDate>Tue, 13 Sep 2022 00:00:00 +0000</pubDate>
      
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      <description>tl;dr Play an interactive version of ‘Potato’—a one-page halfling-themed role-playing game (RPG) by Oliver Darkshire (Twitter, Patreon)—in your R console with the {potato} package.
 Potato? I’ve recently put together a GitHub repo to collect together a bunch of neat games that you can play. The twist? They were built using R.
Yes, R: ‘a FrEe SoFtWaRe EnViRoNmEnT fOr StAtIsTiCaL cOmPuTiNg AnD gRaPhIcS’.
I think R is best suited to either text-based user-input games on the R console, or via a more dedicated interface, like Shiny.</description>
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      <title>Simple procedural dungeons in R</title>
      <link>https://www.rostrum.blog/2022/05/01/dungeon/</link>
      <pubDate>Sun, 01 May 2022 00:00:00 +0000</pubDate>
      
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      <description>Three iterations to expand four randomly-placed floor tiles into a cavern.  tl;dr I wrote a (very!) basic procedure to generate randomised ASCII-character tile-based dungeons for {r.oguelike}, an in-development roguelike-game-in-a-package for R.
 Generate to accumulate I wrote recently about the {r.oguelike} R package, which contains the beginnings of a roguelike game written entirely in R.
 A key element of roguelike games is that the dungeons should be procedurally generated1 so that the player gets a different one each time they play.</description>
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      <title>Building a {r.oguelike} in R</title>
      <link>https://www.rostrum.blog/2022/04/25/r.oguelike-dev/</link>
      <pubDate>Mon, 25 Apr 2022 00:00:00 +0000</pubDate>
      
      <guid>https://www.rostrum.blog/2022/04/25/r.oguelike-dev/</guid>
      <description>tl;dr I started writing a roguelike game in an R package called {r.oguelike}.
 Rogue… like? There’s loads of video game genres: beat ’em up, platformer, rhythm, MMORPG, sports, puzzle. Have you heard of roguelikes?
The name is literal: they’re games that play like Rogue, a legendary dungeon-explorer from 1980 that set the bar for role-playing games.
Perhaps most recognisably, it used ASCII text as ‘graphics’: the player controls a character denoted by the at symbol (@), while floor tiles are made of periods (.</description>
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      <title>{ActionSquirrel}: a game in the R console</title>
      <link>https://www.rostrum.blog/2021/10/03/squirrel/</link>
      <pubDate>Sun, 03 Oct 2021 00:00:00 +0000</pubDate>
      
      <guid>https://www.rostrum.blog/2021/10/03/squirrel/</guid>
      <description>tl;dr I created the {ActionSquirrel} package. It contains an {R6}-powered playable game for the R console, which includes images (well, emoji) and sounds (thanks to the {sonify} package).
 GameRs I’ve written before about the idea of games that you can play in R. For example, I replicated a text-based version of Pokemon Blue’s Safari Zone. This was made possible by using the {R6} package by Winston Chang, which provides an implementation of object-oriented programming (OOP) in R.</description>
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