A downloadable game

A while back I shared my first-ever game in Rust—a Dangerous Dave clone built using Macroquad and Tiled as a way to learn the language and survive the compiler's ownership rules.

https://www.reddit.com/r/rust_gamedev/comments/1jpt3e2/dangerous_dave_rust/

I wanted to tackle something a bit more ambitious for my second project: a 2D dungeon roguelike I've been calling Catacombs. Since I wanted to understand how everything works under the hood rather than relying on an library or game engine, I've put together a custom stack using raw OpenGL and a handful of modular crates.

The Tech Stack

  • Graphics & Windowing: glow coupled with glutin and winit for context creation and window management, using nalgebra-glm for matrix math and projections.
  • ECS & Scheduling: hecs paired with hecs-schedule for managing components and system execution order.
  • UI & Layout: egui (integrated via egui_glow) for tooling and debug overlays, alongside taffy for flexbox-based UI layout calculations.
  • Levels & Audio: ldtk_rust for loading LDtk level designs and libfmod for handling audio middleware.
  • Data & Concurrency: serde and ron for data-driven asset and configuration serialization, with rayon, crossbeam, and parking_lot handling concurrency and synchronization.

Graphics

Bought the Dungeons & Pixels pack from

https://indie-vova.itch.io/dungeons-and-pixels-starter-pack

AI

About %85 of the code was written from scratch, learned a lot, then I've had access to an AI tool that did code reviews for me, fixed the code manually, few of the suggestions didn't make much sense to me so I have ignored them.

I have generated the start up page using Google's Gemini free credit.

What's Next?

Since I never really built out a story or a concrete endgame vision for Catacombs, I've decided to officially wrap up the project here and archive the repo. I have also learning a lot and improved my Rust programming skills, I can see that transition from the Dangerous Dave game code to Catacombs code.

For my next steps on this Rust learning journey, I'll be moving past OpenGL to build a low-level renderer using Ash for Vulkan, with plans to experiment further with advanced procedural generation algorithms and explicit graphics pipeline design from scratch.

Published 11 days ago
StatusPrototype
Authoroawad79
GenreAction
TagsRoguelike, Roguelite
AI DisclosureAI Assisted, Graphics

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