Uploaded December 2018 | Updated September 2026, 1 hour ago
A video in a series, including my OLC 2018 Game Jam submission, Dungeons and Flagons! See the itch.io submission here: s0lly.itch.io/dungeons-and-flagons
Added a simple player "ability": throwing Torches! This was quite simple to implement given the use of inheritance, even if the inheritance tree that I have at the moment is not optimal!
I still want to do the following major updates:
- add in a simple Save / Load system
- simple Monster AI
- graphics updates
I'll probably close this project off after those changes. I will release all code on GitHub once I've finalised the full game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
Shadow Casting algorithm inspired by javidx9 with this brilliant video: youtu.be/fc3nnG2CG8U
Thanks to Eric Skiff (ericskiff.com/music) for his amazing music! Using the tracks "Come and Find Me - B mix", "Come and Find Me", "Ascending", and "Digital Native".
A video in a series, including my OLC 2018 Game Jam submission, Dungeons and Flagons! See the itch.io submission here: s0lly.itch.io/dungeons-and-flagons
Added a simple player "ability": throwing Torches! This was quite simple to implement given the use of inheritance, even if the inheritance tree that I have at the moment is not optimal!
I still want to do the following major updates:
- add in a simple Save / Load system
- simple Monster AI
- graphics updates
I'll probably close this project off after those changes. I will release all code on GitHub once I've finalised the full game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
Shadow Casting algorithm inspired by javidx9 with this brilliant video: youtu.be/fc3nnG2CG8U
Thanks to Eric Skiff (ericskiff.com/music) for his amazing music! Using the tracks "Come and Find Me - B mix", "Come and Find Me", "Ascending", and "Digital Native".


![2D Game Engine in C++: [6] Perspective
This video expands the planes concept, allowing for corrected translation and scaling of sprites depending on which plane they exist on, creating a pretty cool sense of depth.
An example of this effect would be for clouds flying on top of the game world for a top-down game. As they would be closer to the camera, they would naturally move faster and be of different scales depending on how high up / close to the camera they are.
The Draw routine allows for all of an objects information in determining where it should be drawn, so the graphics calls are relatively simple to use in coding. Hopefully this will allow me to easily add in whatever graphics I need for my next game ideas, which will allow me to spend a lot more time on other game development concepts, e.g. AI.
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++: [6] Perspective](https://i.ytimg.com/vi/IvUYPMLZ76Q/mqdefault.jpg)




![2D Game Engine in C++: [7] Lighting
This video expands the engine by adding in lighting - something that Ive been quite interested in ever since my first attempt at lighting in my Dungeons and Flagons game.
LightSources can be owned by GameObjects, which makes for implementing lighting around the game world quite easy.
Ive also been playing around with 2D normal maps, which will be demonstrated in the next video. It makes for quite the visual effect, particularly when the depth calculations are included!
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++: [7] Lighting](https://i.ytimg.com/vi/LWs6klgHhd4/mqdefault.jpg)


