gamedev 

Had to shelve the platformer project because of poor planning and feature creep. I decided to work on an action dungeon crawler. Right now, you can only move your character and thrust your sword, but I plan on including randomly generated levels.

I'm more experienced with top-down games, so this might be easier.

gamedev 

Created solid tiles, a couple of enemies, knockback, and the sword. I also divided the screen. There will be a hud on top, but right now, it is blank.

gamedev 

I got a random dungeon generation algorithm implemented. It is the same one from this post (gameliberty.club/@xianc78/1117), but written in C++ instead of Java. It's pretty basic at the moment. I plan on having each room randomly pick a design from a template.

gamedev 

Here is a second dungeon, in case you don't believe me.

gamedev 

Tried to add random enemy placement to the dungeon, but they all appear in the same room. I realize that the common way to do RNG in C and C++, srand(time(NULL)) uses time (in seconds) as a seed, and since the loop obviously runs multiple times per second, I'm getting the same results.

I think my solution would be to use my own RNG algorithm with a seed that increments every time it is called.

gamedev 

Wrote my own RNG algorithm (just take the sine of a seed and increment the seed by one for the next time). I also made it so that enemies can't spawn in the first room.

gamedev 

Rooms in the dungeon now have different designs (randomly picked from a list of currently three templates).

gamedev 

Added coins. I plan to have them be used for in-dungeon shops.

gamedev 

Added hearts. There is a 25% chance that a heart will drop. HP does increase, but HP still has no effect right now.

re: gamedev 

@xianc78 it’s really lookin neat!

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re: gamedev 

@RehnSturm256 Thanks, though the sprites are all placeholders (they're from BS Zelda).

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