roguelike-tutorial-cpp
Axes-Armour-Ale
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roguelike-tutorial-cpp | Axes-Armour-Ale | |
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4 | 19 | |
3 | 38 | |
- | - | |
0.0 | 2.7 | |
almost 2 years ago | about 1 year ago | |
C++ | Pascal | |
MIT License | MIT License |
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roguelike-tutorial-cpp
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[2023 in RoguelikeDev] Sigil of Kings (aka Age of Transcendence)
Looking back, a lot of work not directly related to the game. E.g. a month-long attempt to make a tutorial (aka: make a constrained mini roguelike) which didn't get finalised as a tutorial, but got finalised as a product (look up last project). Here's the code](https://github.com/byte-arcane/roguelike-tutorial-cpp).
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Sharing Saturday #420
It's in a bit of a cryostasis. I released the final project, and I started making changes backwards and cutting features as per plan, but roundabout part 2 or 3 I was not happy with the leap required, and I'm overall I was unhappy about some abstractions (or the lack of some others). So to prevent the extra stress and time pressure from seeping into the main game dev, I paused it. It's still online and available, but text is written only for the last project, and the code works as expected from project 4 (or 3?) onwards.
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Sharing Saturday #416
C++ tutorial. So the final project code is now complete, and available on github. What's missing is installation instructions (if you know how to use vcpkg and cmake from command line, that's all you need though) and the actual week-by-week write-ups. I've thought of a 14-part structure, which will funnel in during the next month, and slightly deviates from the structure of the existing libtcod tutorial. If you're curious, have a look, any questions, give a shout. When it's done, I'll make a top-level post.
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Sharing Saturday #414
Hey, since you asked, here's the repository. I'm done due to time constraints, certainly not ideal (it never is), but I need to get a move on with my game... I have a clumsy batch file to build on windows, but I'm pretty sure you can manage. Have a look at the notes.txt to get an understanding of the scope/complexity
Axes-Armour-Ale
- Sharing Saturday #455
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Generating hallways
It's not a great illustration, but the result looks like this https://github.com/cyberfilth/Axes-Armour-Ale/blob/master/GITscreenshots/Linux_dungeon.png
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Sharing Saturday #445
I added another location to the map on Axes, Armour & Ale https://github.com/cyberfilth/Axes-Armour-Ale So next I'll be looking to add overworld encounters and a village / town location.
- Sharing Saturday #439
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Sharing Saturday #433
This coming week I plan on procrastinating a little more with different dungeon styles. My game has several different environments so far, with more planned. So I get to play around with cellular automata, BSP and other techniques. https://github.com/cyberfilth/Axes-Armour-Ale
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Sharing Saturday #427
Released an alpha version of Axes, Armour & Ale
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A question about tiles with contextual "styles"
There's a screenshot of how it looks in my game (using thinner walls) at https://github.com/cyberfilth/Axes-Armour-Ale
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Sharing Saturday #421
All code, previous releases, and a growing collection of bugs are kept at https://github.com/cyberfilth/Axes-Armour-Ale
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Sharing Saturday #416
This week has been a week of refactoring... not intentionally though. I'd planned to start adding multiple dungeons all over the overworld map. But every time I started to add this, I found a previously undiscovered bug in some part of my code. My save file was duplicating saved data in several places, and not reading it back correctly when reloading the game. So I've streamlined the save/load process and, touch wood (taps head), think that I'd squashed all the bugs now. https://github.com/cyberfilth/Axes-Armour-Ale
- Sharing Saturday #414
What are some alternatives?
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
mORMot2 - OpenSource RESTful ORM/SOA/MVC Framework for Delphi and FreePascal
Unity-2d-pathfinding - A very simple 2d tile-based pathfinding for unity, with penalty supported
hUGETracker - The music composition suite for the Nintendo Game Boy
doryen-rs - ascii roguelike library in rust with native and wasm support
rogule.com - A dungeon a day keeps the Balrog away
RogueSharp - A .NET Standard class library providing map generation, path-finding, and field-of-view utilities frequently used in roguelikes or 2D tile based games. Inspired by libtcod
tcod-rs - Rust bindings for libtcod 1.6.3 (the Doryen library/roguelike toolkit)
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
rusty-jam-2 - Entry for Rusty Jam 2 ( https://itch.io/jam/rusty-jam-2 )
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.