Crawlfest: Building a Terminal Roguelike in Rust

For a few months now I have been building a terminal roguelike in Rust in the spirit of ADOM and NetHack. This article is about the technical groundwork: why ratatui and legion instead of a game engine, how the four map generators work (rooms, cellular-automata caverns, hand-drawn prefabs, and a hybrid of the last two), how field of view and A* pathfinding hook into my own map type through two…