Old school 2D games like Dwarf Fortress, well known for it's use of procedurally generated maps were a big inspiration for this project. Credit as well to Carl Birch who created a very helpful guide for using SDL2 and the SDL image libraries.
What it does
This is an engine made from the SDL2 library and contains much of what is needed to create a classic, 2D roguelike game. It has many basic implementations such as input handlers that can detect keyboard inputs, as well as some more complicated implementations that are characteristic of roguelike games such as a procedurally generated map. The map is generated by picking a random point in a 2D matrix and then populating the grid with walkable tiles until the amount of walkable tiles falls within a range, at which point there is a random chance to end the generating process. Tiles adjacent to the edge of the screen are avoided.
How I built it
We downloaded the SDL2 graphics library and used Visual Studio to build the engine. We also used Github to collaborate.
Challenges I ran into
The biggest challenge was probably implementing collision. As it is, collision can be detected but the player sprite is unable to reliably navigate the map without potentially getting stuck.
What's next for Untitled
The next step is definitely to develop this code into a fully functional game. It's current implementations include input handling, collision detection, a procedurally generated map on boot up, and walking animations. Future implementations would include enemies, projectiles, and physics.