The challenge.
Supporting the elements of a roguelike and connecting player mechanics with enemies, items and levels while working in a five-person team.
05 / 2D ROGUELIKE · GAMEPLAY
Inside a corrupted video game
A programmer trapped in the testing phase of a corrupted video game. A 2D roguelike built with C++ and SFML, featuring combat, items and progression towards a final boss.
Engine, gameplay and design
June 2021
5 months
C++ · SFML
Supporting the elements of a roguelike and connecting player mechanics with enemies, items and levels while working in a five-person team.
I handled the entity engine, mechanics and gameplay, and contributed to game design. The other team members developed art and animation, menus and states, maps and AI.
A 2D game with knife and pistol combat, stat-changing items and a series of levels leading to a final encounter. Its implementation can be explored in the repository.
Separating engine and game responsibilities helps coordinate a team’s contributions.
The knife and pistol offer different ways to approach enemies. The weapon code represents type, range, damage, firing rate and firing state. Items and statistics add another layer: an action’s outcome also depends on how the character has progressed.
The project uses Tiled, TinyXML and SFML. Its map module handles dimensions, layers, tile representation and collision checks. The environment must work both as an image and as a play space, with boundaries that make sense for movement and combat.
The 2D engine groups drawing, view, event and sound operations over SFML. It works alongside weapon, enemy, level and HUD modules. My engine and gameplay work integrated with the maps, states, menus, art and AI developed by the team.
A way into the project through its screens, supporting material and, where available, its source code.
A CLOSER LOOK
Open any image to explore the gallery.
THE PEOPLE BEHIND IT
Engine, gameplay and design
2D art and animation
Menus and states
Map design
Artificial intelligence
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