A casual coffee-break roguelike
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Linus Probert a7822331f8 Hopefully handle the "event overflow exploit"
There was an exploit where a keyboard would fire events quicker then
they could be consumed. This would lock the main game loop in the
SDL_PollEvent loop and block rendering until the key in this case was
released. Combning this with an attack meant that you could "farm" one
NPC for multiple kills and massive XP gains. Leaving the player at level
8+ on dungeon level 1. This fix should mitigate such shenanigans.
2018-05-16 19:09:01 +02:00
assets Additional fall sounds 2018-05-16 15:52:39 +02:00
bin Another attempt at appveyor packaging 2018-05-11 19:41:49 +02:00
build Adds camera shake. 2018-05-13 23:32:44 +02:00
data Less chance for pits 2018-05-15 14:15:51 +02:00
physfs-3.0.1 Added physfs for file loading and safety. 2018-02-22 12:36:24 +01:00
src Hopefully handle the "event overflow exploit" 2018-05-16 19:09:01 +02:00
test Fixed some bad tests. 2018-05-11 22:14:47 +02:00
.appveyor.yml Still some issues with cmocka on appveyor 2018-05-12 10:38:43 +02:00
.clang_complete Adds texture creation of gui frames to reduce render time 2018-05-09 00:21:38 +02:00
.gitignore Travis ci update with OSX build 2018-05-13 18:12:40 +02:00
.travis.yml Coverity scan fix 2018-05-16 13:53:01 +02:00
.vimrc Nicer action texts 2018-05-15 11:16:56 +02:00
CMakeLists.txt Upped the patch version. 2018-05-15 23:46:25 +02:00
LICENSE.txt New license. MIT -> GPLv3.0 2018-02-16 18:11:26 +01:00
Makefile Removed a memory leak and MACROD colors 2018-05-15 23:21:28 +02:00
README.md Update readme and apple build 2018-05-13 23:46:27 +02:00
TODO.txt Removed an unused timer on Projectiles 2018-05-06 07:33:00 +02:00

README.md

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Something in the ways of NETHACK

A simple nethack similar game written in C using SDL2.

Idea

Randomly generated maps/rooms. Leveling system, permadeath, multiple classes. Casual and fun for 10-20 minutes during a break from regular work/play.

I wanted to practice C and I'm comfortable using SDL2. The assets are graciously taken from the web. More info in the README in the assets folder.

Future

I'm planning on releaseing this game on Steam once I'm happy with it. Not to get rich, mostly because I think it will look nice on my resumé. the code will remain open source under GPLv3 even after a possible Steam release. So you'll still be able to download and compile it yourself if you can and want to.

Compile

Apart from basic compile tools (GCC/Clang, Make) you'll also need to install lua, sdl2, sdl2-image, sdl2-ttf, sdl2-mixer (If on a debian based dist you need to install the dev packages). Optionally you can also install cppcheck and physfs

Once that is done run the following:

mkdir _build
cd _build
cmake -DCMAKE_BUILD_TYPE=Debug .. # Build type flag is optional
make

Contribute

Have an idea and able to implement it? Fork and send me a pull request and I'll check it out. If I like it I will add it. If it's a big thing I'll add your name to the credits list (once I add it in game).