I’ve been building termcraft, a terminal-first 2D sandbox survival game in Rust.
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
This is cool! Feel free to add it to https://hnarcade.com :)
How do you build a procedurally generated survival game in a terminal without a graphics engine?
good stuff. keep going.
any way to link instances together? I'm interested in something like this to import/export resources etc.
Wow finding the nether fortress will sure take time in 2d world and will render it unskippable
Seems like it would be possible to create a cool demo where you can play the game over ssh rather than having to compile locally.
Tangential to this cool project, Hytale has an amazing modder experience and toolset built into the game. Everything is JSON driven, with hot reload, so we can build tooling in any language (without needing to name said language, lol to that thread here, ahem, I'm using CUE, ahem). They have flags to dump the JSONschema for everything, including mods, as well.
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.
This is art!
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If somebody writes something in Rust but doesn't announce the fact, what happens? This is an open question as so far we have no examples of that happening.