Uploaded November 2018 | Updated September 2026, 2 hours ago
A video in a series, finishing with my OLC 2018 Game Jam submission, Dungeons and Flagons! See the Game Jam page here: itch.io/jam/olc-codejam-2018
This is an extremely simple start, setting the stage for my first attempt at a 2D dungeon crawler. This video just demonstrates the basic set up with the key base classes I plan to have in the game operating correctly.
The plan is for it to be a top down hack 'n slash, allowing me to practice / learn the following C++ / Game Programming techniques:
1. Sprite animation
2. Inheritance
3. Shadow Casting / Line of Sight
4. Tile map / world design
5. In game menu to save, exit, pause, etc
6. Inventory system
I will release the game on itch and all code on GitHub once I've finalised the game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
A video in a series, finishing with my OLC 2018 Game Jam submission, Dungeons and Flagons! See the Game Jam page here: itch.io/jam/olc-codejam-2018
This is an extremely simple start, setting the stage for my first attempt at a 2D dungeon crawler. This video just demonstrates the basic set up with the key base classes I plan to have in the game operating correctly.
The plan is for it to be a top down hack 'n slash, allowing me to practice / learn the following C++ / Game Programming techniques:
1. Sprite animation
2. Inheritance
3. Shadow Casting / Line of Sight
4. Tile map / world design
5. In game menu to save, exit, pause, etc
6. Inventory system
I will release the game on itch and all code on GitHub once I've finalised the game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
![2D Game Engine in C++: [3] Camera Rotation / Zooming
This video shows camera rotation and scaling.
The game now simply calls one function to draw sprites, where game objects rotation, scaling, and translation is taken into account as well as camera rotation, zoom, and location.
This should dramatically help coding up a wide array of 2D games, as a good chunk of graphics logic will already be allowed for.
Next, Ill look to draw sprites at different depths, to give a mock 3D effect to the drawing routine.
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [3] Camera Rotation / Zooming](https://i.ytimg.com/vi/oP6FNbgRLHg/mqdefault.jpg)





![2D Game Engine in C++: [4] Planes
This video illustrates the new feature of planes or layers in the engine.
This allows the game to have depth / pseudo 3D effects. Ideas for this would be e.g. allowing for pillars in front of a player obstructing the player view - possibly quite a nice game effect.
Next, Ill look to adding alpha blending to the drawing routine.
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [4] Planes](https://i.ytimg.com/vi/qqHSr180imE/mqdefault.jpg)



