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Adrian Hedqvist ec131d8bda Too much stuff
* Implemented lua using kaguya, only for config files for now
* Moved color struct to its own header
* statically link glew instead of including the source in the project
* Other stuff that I don't remember
2017-10-18 12:25:25 +02:00
assets New bmp fixed it??? 2017-09-18 18:18:04 +02:00
cmake Too much stuff 2017-10-18 12:25:25 +02:00
libs Too much stuff 2017-10-18 12:25:25 +02:00
src Too much stuff 2017-10-18 12:25:25 +02:00
.gitignore Big refactor, FSM for game state, input event callbacks 2017-09-21 18:57:12 +02:00
build.bat Too much stuff 2017-10-18 12:25:25 +02:00
build_msys.bat Too much stuff 2017-10-18 12:25:25 +02:00
CMakeLists.txt Too much stuff 2017-10-18 12:25:25 +02:00
config.lua Too much stuff 2017-10-18 12:25:25 +02:00
README.md Create README.md 2017-10-04 18:11:34 +02:00

dungeon

A work-in-progress, cross-platform roguelike written in C++ using SDL2 and OpenGL.

Compiling

Linux

  • Install SDL2 and its dev-headers using your distro's package manager
  • Create a directory named "build" and run cmake .. && make inside it
  • Move either the resulting binary to the root folder of the repository or copy the assets folder into the build directory
  • You can now run the binary

Windows

  • Download the SDL2 windows development libraries and put them somewhere safe
  • Edit the SDL2_PATH variable in build.bat
  • Run build.bat
  • Open up the resulting solution file and build it using visual studio.

You can probably get it to build using mingw or similar but I haven't tried it yet.

Future plans

To-Do

  • A main menu
  • Dungeon generation
  • Make entities and AI completely data-driven
  • Implement Lua for item/effects/action scripting
    • Might as well use it for basic data storage as well, since I can then skip creating my own parser or adding an additional library for json/yaml/toml/whatever.

Wishlist