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    <title>R.oguelike on rostrum.blog</title>
    <link>https://www.rostrum.blog/tags/r.oguelike/</link>
    <description>Recent content in R.oguelike on rostrum.blog</description>
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      <title>Fun and learning. In a dungeon.</title>
      <link>https://www.rostrum.blog/2023/03/15/in-a-dungeon/</link>
      <pubDate>Wed, 15 Mar 2023 00:00:00 +0000</pubDate>
      
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      <description>Learn hard and you too can be a mobile gamedev like me.  tl;dr Today I spoke at a public sector1 event for data scientists2. I said that learning is best when focused into little projects that are fun.
 To the point The abstract sums it up, obviously:
 Ever done a technical training module and then immediately forgot what you learnt? Do you sometimes feel like you’re ticking boxes instead of actually developing your skills?</description>
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      <title>Ding! Sound effects in {r.oguelike}</title>
      <link>https://www.rostrum.blog/2023/01/04/rogue-sfx/</link>
      <pubDate>Wed, 04 Jan 2023 00:00:00 +0000</pubDate>
      
      <guid>https://www.rostrum.blog/2023/01/04/rogue-sfx/</guid>
      <description>new wr — r.oguelike any% tenkeyless noglitch tl;dr The {r.oguelike} package—a toy roguelike microadventure for the R console—now has little sound effects thanks to {sonify}. Pew pew!
 The adventure continues? Apparently this is part 5 of the {r.oguelike} devlog. You can read earlier posts about:
 its inception creating simple procedural dungeons making an enemy chase the player 3D dungeons and continuous keypress inputs  Alas, this is also probably the last installment.</description>
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      <title>An isometric dungeon chase in R</title>
      <link>https://www.rostrum.blog/2022/06/28/isometric-dungeon/</link>
      <pubDate>Tue, 28 Jun 2022 00:00:00 +0000</pubDate>
      
      <guid>https://www.rostrum.blog/2022/06/28/isometric-dungeon/</guid>
      <description>tl;dr I made an interactive isometric-dungeon demo in R, thanks to {r.oguelike} for dungeon building and mikefc’s {isocubes} for drawing isometric cube graphics and {eventloop} for continuous keypress inputs.
 A new dimension Mike (AKA mikefc, AKA coolbutuseless) is well known for off-label R creations that desecrate the assumption that ‘R is a language for statistical computing’.
Mike revealed the {isocubes} package recently, which lets you print objects made of isometric cubes to a graphics device.</description>
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      <title>Automated pathfinding in {r.oguelike}</title>
      <link>https://www.rostrum.blog/2022/06/10/basic-search/</link>
      <pubDate>Fri, 10 Jun 2022 00:00:00 +0000</pubDate>
      
      <guid>https://www.rostrum.blog/2022/06/10/basic-search/</guid>
      <description>The enemy E chases the player @ who collects gold $ and and an apple a  tl;dr I’ve experimented with simple breadth-first search for {r.oguelike}, a work-in-progress game-in-a-package for R. This means enemies can pathfind and chase down the player character.
 Hunting the hunter I’ve written before about the inception of {r.oguelike}, a concept for a roguelike game written in R, along with a simple method for creating procedural tile-based cave-like dungeons.</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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    <item>
      <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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