I saw that the source code for Elona, a fun japanese roguelike was available online and decided to take a look. It turns out it is a single, 14mb text file with 444000 lines of code, completely devoid of comments, written in 'Hot Soup Processor', a japanese basic like language.
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The code that determines what monsters can spawn is 30000 lines of this (7% of the total game code), which checks for every monster, where if it fails it goto's the next monster, for all 1000 monsters in the game.
Thanks for the tutorial. I reciprocate by giving you a link to Uncle Bob. I love his perspective about "new" programming paradigms. Don't want to give too much away, here it is: https://www.youtube.com/watch?v=ecIWPzGEbFc
And yeah, as a dinosaur, he knows Monads too and has a clojure perspective:
Sorry for the lateness: I took the code (with the blessings of the author) from http://www.drpetter.se/project_sfxr.html And wrote an API for it for Sphere 1.6. It was working, stable and tested.
There was a demo games/sfxr.zip and some unittests for it games/auto_test/scripts/test_sfxr.js Are those resources needed? If so, where can I upload them?
@Miscreant Did you manage to screenshot your overworld by snapshotting your maps and resizing them? I have made something once that could do that, so I can polish it a bit if you need it. It was based off Flik's minimap.js. Basically it loads the map, moves every sprite to -64,-64 (so they are not visible) then creates a surface which is resized and saved to disk. Stitching of the thumbnail maps is a manual labour, but by choosing a good naming scheme, could be automated.
And I too, as I use Linux, did not really migrate yet to the new MiniSphere (I use the old one instead)... But it seems there is a new Linux build, so I might be able to get it to compile again... not sure.