Creating a Rogue-like game [C++11 programming]

  • 7年前
Yay! I managed to upload a programming video this year.¹\r
In this tool-assisted education video I create a rogue-like game with C++11. You see me type every line.*\r
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Read on what is a rogue-like game: \r
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Twitter: \r
Patreon: (alternatives at \r
Twitch: \r
Homepage: \r
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I create the game in seven phases:\r
- Phase 1 (demo at 04:23): Basic navigation in a maze.\r
- Phase 2 (demo at 06:51): Adding command history, repeats and aliases.\r
- Phase 3 (demo at 08:54): Adding colors.\r
- Phase 4 (demo at 20:02): The maze now has items which you can look at.\r
- Phase 5 (demo at 24:52): You can now pick up those items! The game has a point now.\r
- Phase 6 (demo at 30:30): Adding chests that you can pry open.\r
- Phase 7 (long demo at 32:58): Adding carts for cheaper lugging of stuff around.\r
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The video contains English-language spoken commentary. I created the commentary in one pass without any editing (except for noise removal and compression) because my available free time before the end of the year is basically negative at this point. If you cant understand something I said or did in the video, feel free to ask in the comments! I always try to reply to every meaningful comment.\r
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If you liked the video, Like and Subscribe! Thank you for watching!\r
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The ex source code used in this video can be downloaded here: \r
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I forgot to show it in my demos, but my item parsing code also supports commas and and words. For example you can say get bracelet, shirt 2 and all coins from cart or drop everything except iron tie and platinum bracelet and it works just as you would expect.\r
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List of music used:\r
- overture.mod by Jogeir Liljedahl, played through MikMod 2.14B1.10 in 8-bit mode\r
- Dual Orb - Hill theme, played through ADLMIDI\r
- Dual Orb - Underworld theme, played through ADLMIDI\r
- Lunar ŞC - Song of Blue Dragon, played through ADLMIDI\r
- overture.mod repeated\r
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I ually created this game in April new. The last week (of new) I just rewrote it in modern C++, added some features, and optimized it for YouTube showcasing.\r
My original version from new can be seen here: \r
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¹) Just not the one I was planning on.\r
*) Except the printf-like format class, which is almost identical to boost::format(), except for the operator_f() which is really handy.\r
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After publishing, I now notice that the time in DOS runs very slowly for some reason. Im not sure why. Mario is walking slowly and the seconds in the clock tick very slowly. I think its probably four times slower than it should be. Incidentally, this was recorded at 120 fps and downsampled to 30 fps. But the typing is happening at correct speed. How odd.\r
EDIT: Figured it out. The CPU speed measurement (top-right corner) interferes with the clock, and I was running it thousands of times in a second. Reducing it to a few times in a second fixed the problem for videos that came after this one.