What the Hero Sees: Field-of-View for Roguelikes

1 · Bob Nystrom · Sept. 7, 2015, 7 a.m.
canvas { display: inline-block; max-width: 100%; cursor: crosshair; } This is a record for me. I’ve been procrastinating this post for eight years. I moved four times, got married, had two kids, and ported my roguelike to a language that didn’t exist when I first wrote the code this post is about. You can thank Simon Andersson for prodding me to finally write it down. Every good game, or genre of games, has a pyramid of rewards. From simple pleasures that mete out a droplet of endorphins...