[Day 17] Coding a Classic Roguelike in C
Setting a max FPS. Refactoring mapCells from global scope. Starting work on Dijkstra maps implementation for smarter monster ...
Setting a max FPS. Refactoring mapCells from global scope. Starting work on Dijkstra maps implementation for smarter monster ... Adding monsters to the...
Setting a max FPS. Refactoring mapCells from global scope. Starting work on Dijkstra maps implementation for smarter monster ...
In this series we
Adding monsters to the dungeon, and moving them around! -- Watch live at https://www.twitch.tv/peteycodes.
Finishing our target map generation algorithm. It's SUPER slow when we first test it, so we optimize it and get it performant, before ...
Building out our inventory view. -- Watch live at https://www.twitch.tv/peteycodes.
Running on Mac! Game balancing, equipment degradation, and fixing a bug with our HoF. -- Watch live at ...
I. LOVE.
Making our monsters move more realistically and less predictably. -- Watch live at https://www.twitch.tv/peteycodes.
Completing our Hall of Fame
I'm going to program a
Finished up work on map generation. Started work on movement system for monsters! -- Watch live at ...
We get our little @ avatar running around the screen with keyboard input handling. -- Watch live at ...
Adding a win condition and a game win screen. -- Watch live at https://www.twitch.tv/peteycodes.