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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 ... Adding monsters to the...

[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 ...

[Day 16] Coding a Classic Roguelike in C

Adding monsters to the dungeon, and moving them around! -- Watch live at https://www.twitch.tv/peteycodes.

[Day 18] Coding a Classic Roguelike in C

Finishing our target map generation algorithm. It's SUPER slow when we first test it, so we optimize it and get it performant, before ...

[Day 36] Coding a Classic Roguelike in C

Building out our inventory view. -- Watch live at https://www.twitch.tv/peteycodes.

[Day 47] Coding a Classic Roguelike in C

Running on Mac! Game balancing, equipment degradation, and fixing a bug with our HoF. -- Watch live at ...

[Day 19] Coding a Classic Roguelike in C

Making our monsters move more realistically and less predictably. -- Watch live at https://www.twitch.tv/peteycodes.

[Day 45] Coding a Classic Roguelike in C

Completing our Hall of Fame

[Day 15] Coding a Classic Roguelike in C

Finished up work on map generation. Started work on movement system for monsters! -- Watch live at ...

[Day 3] Coding a Classic Roguelike in C

We get our little @ avatar running around the screen with keyboard input handling. -- Watch live at ...

[Day 48] Coding a classic roguelike in C

Adding a win condition and a game win screen. -- Watch live at https://www.twitch.tv/peteycodes.

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