AGB, what is that? Adventure Game Builder.

"oooo - A game library for Rust?"

Sort of.

I was really fascinated by Halt and Catch Fire tv show.

What specifically?

The 1980's style of adventure games. That's what inspired me to learn Rust. I learned a bit of C back in the days of old (months ago). I couldn't grasp the simple concepts of memory management, specifically the part where I manage it my self.

Now I am still learning rust and there's lots to learn yet.

It seems easier to get into the C or C++ with all the flexibility of both languages and none of (or at least not that I have seen) the pit falls of dancing with red hot iron rods that can and will burn you over time.

The community, holy shit the community. When it comes to stack overflow, theres a few douche bags who think that they run the place. I suggest you avoid it. How ever when it comes to the IRC community, you are in the hands of the eager to help.

There isn't a friendlier community out there. PHP is kind of a douche, C is ok but not really, Javascript is so so and Ruby is well... Ruby.

How ever, with Rust, if you need help, even the stupidest question you can think of is met with wide open arms. People willing to help you. They don't quit till they know you get it. So do not be afraid to say "I don't get it." They will help.

So what is AGB?

It it a series of structs, traits, enums and functions to let you build either a graphical game or a text game.

Graphical eh ....


Not Mario.

Not Crisis.

The library is basic.

We're talking a couple structs, enums and a trait or two.

The whole idea was to abuse the concept of structs. Use them as a way to store common information, hell the character is nothing more then a trait that when implemented (which is for you to do) is for Character.

So far I have flushed out:

  • Character
  • Inventory management
  • World
    • Rooms (On these scraps of paper some where.)

I don't like following tutorials of "learn x in 20 weeks" I prefer to see the sites documentation, see a couple examples and then jump right in building something substantial and tangible.

With Rust it was super easy to do that. If I wanted to know what a struct was I would look it up and see real examples and plain english explaining what it was, how to make one and so on and so forth.

There is a plethora of information thats easy to digest and understand.

And besides, like I said, got a problem? The community will bend over backwards to help you.

Just don't forget to say thanks.