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Day 46 Coding A Classic Roguelike In C ZI32MgKWJb8

Finishing up our Hall of Fame, and making it look pretty. Then we dive into bug fixing. -- Watch live at ... Running on Mac! Game balancing, equipment...

[Day 46] Coding a Classic Roguelike in C

Finishing up our Hall of Fame, and making it look pretty. Then we dive into bug fixing. -- Watch live at ...

[Day 45] Coding a Classic Roguelike in C

Completing our Hall of Fame

[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 15] Coding a Classic Roguelike in C

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

[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 44] Coding a Classic Roguelike in C

Building a persistent Hall of Fame. -- Watch live at https://www.twitch.tv/peteycodes.

[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.

[Day 49] Coding a classic roguelike in C

Adding an animation system to make our gems shine! -- Watch live at https://www.twitch.tv/peteycodes.

[Day 1] Coding a Classic Roguelike in C

First things first - making sure we can build against SDL2. - Putting together a simple batch file. - Building a simple SDL program ...

[Day 35] Coding a Classic Roguelike in C

Building out the items system. Letting players pick items up. -- Watch live at https://www.twitch.tv/peteycodes.

[Day 14] Coding a Classic Roguelike in C

Our hallways are smarter, but not quite smart enough yet. The quest for prettier dungeons continues! -- Watch live at ...

[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 ...

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