When creating a classical Rogue-like and for many other dungeon based games as well, the levels of the game are procedurally generated. This is so that each play through of the game offers the player a new experience - no two games are the sam

Software development is like a 3d-jig saw puzzle. Small "pieces" - in the form of basic instructions - are used to construct larger pieces of increasing complexity, such as sub routines, functions, and objects. At differing lev

Simulating Dice and Coin Flips

This is going to be a rather short article because its a pretty simple concept, though one that comes up repeatedly on various programming forums: How to you simulate a coin toss or the roll of a dice?

Where we left off...

When we last left off we had the basics of our game engine in and character classes in place. In this section we will be covering basic Procedural Dungeon Generation.

Welcome

Welcome to my tutorial on developing a basic roguelike game using C++ and the BearLibTerminal library. This is the second incarnation of this tutorial, the first one having been made for the Roguelike-dev 2019 code along project.