Chapter 5Build a Dungeon Crawler
In the previous chapter, you designed a dungeon crawler game. In this chapter, you’ll start assembling the building blocks that make up the design, leaving you with an adventurer able to walk around a randomly generated dungeon. You’ll start by dividing your code into modules, taming complexity as the program grows—and helping you isolate bugs. You’ll then learn to store a map in a structure of tiles, and how this leads to an efficient and simple map rendering system. Your next step is to add a player and make them move around the map—including not walking through walls. Finally, you’ll implement a random map generation system—carving out a dungeon similar to the original Rogue or Nethack. Mastering these building ...
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