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Add shameless self-promotion for my book.
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Cargo.lock

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book/src/beta-webBanner.jpg

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book/src/chapter23-prefix.md

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*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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[![Hands-On Rust](./beta-webBanner.jpg)](https://pragprog.com/titles/hwrust/hands-on-rust/)
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This started out as part of section 2, but I realized it was a *large*, open topic. The larger roguelike games, such as Dungeon Crawl Stone Soup, Cogmind, Caves of Qud, etc. all have a variety of maps. Section 3 is all about map building, and will cover many of the available algorithms for procedurally building interesting maps.

book/src/chapter_0.md

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*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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[![Hands-On Rust](./beta-webBanner.jpg)](https://pragprog.com/titles/hwrust/hands-on-rust/)
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Every year, the fine fellows over at [r/roguelikedev](https://www.reddit.com/r/roguelikedev/new/) run a *Tutorial Tuesday* series - encouraging new programmers to join the ranks of roguelike developers. Most languages end up being represented, and this year (2019) I decided that I'd use it as an excuse to learn Rust. I didn't really want to use `libtcod`, the default engine - so I created my own, [RLTK](https://github.com/thebracket/bracket-lib). My initial entry into the series isn't very good, but I learned a lot from it - you can find it [here](https://github.com/thebracket/rustyroguelike), if you are curious.

book/src/chapter_1.md

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*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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[![Hands-On Rust](./beta-webBanner.jpg)](https://pragprog.com/titles/hwrust/hands-on-rust/)
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This tutorial is primarily about learning to make roguelikes (and by extension other games), but it should also help you get used to Rust and RLTK - The *Roguelike Tool Kit* we'll be using to provide input/output. Even if you don't want to use Rust, my hope is that you can benefit from the structure, ideas and general game development advice.

book/src/chapter_10.md

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*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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[![Hands-On Rust](./beta-webBanner.jpg)](https://pragprog.com/titles/hwrust/hands-on-rust/)
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In the last chapter, we added items and inventory - and a single item type, a health potion. Now we'll add a second item type: *a scroll of magic missile*, that lets you zap an entity at range.

book/src/chapter_11.md

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*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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[![Hands-On Rust](./beta-webBanner.jpg)](https://pragprog.com/titles/hwrust/hands-on-rust/)
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In the last few chapters, we've focused on getting a playable (if not massively fun) game going. You can run around, slay monsters, and make use of various items. That's a great start! Most games let you stop playing, and come back later to continue. Fortunately, Rust (and associated libraries) makes it relatively easy.

book/src/chapter_12.md

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*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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[![Hands-On Rust](./beta-webBanner.jpg)](https://pragprog.com/titles/hwrust/hands-on-rust/)
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We have all the basics of a dungeon crawler now, but only having a single level is a big limitation! This chapter will introduce depth, with a new dungeon being spawned on each level down. We'll track the player's depth, and encourage ever-deeper exploration. What could possibly go wrong for the player?

book/src/chapter_13.md

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*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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[![Hands-On Rust](./beta-webBanner.jpg)](https://pragprog.com/titles/hwrust/hands-on-rust/)
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Currently, you can advance through multiple dungeon levels - but they all have the same spawns. There's no ramp-up of difficulty as you advance, and no easy-mode to get you through the beginning. This chapter aims to change that.

book/src/chapter_14.md

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*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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[![Hands-On Rust](./beta-webBanner.jpg)](https://pragprog.com/titles/hwrust/hands-on-rust/)
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Now that we have a dungeon with increasing difficulty, it's time to start giving the player some ways to improve their performance! In this chapter, we'll start with the most basic of human tasks: equipping a weapon and shield.

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