As I'm nearing the end of my current pet project game It looked like a good time to deconstruct it into tiny pieces and see how every problem was approached and solved and/or hacked :)
For this talk I'm going to approach a turn based roguelike game, Quest of Dungeons.
The game was developed from the ground up in C++ (no Unity or any engines) with the help of some APIs:
People usually ask me how I did this or that component in the game and I'll try to cover as much as possible. Although this is a technical approach I'll try to explain everything in a sort of pseudo code (and graphics o/) way so that even if you code in a different language you feel comfortable understanding what is going on.
-Topics- (may change a bit)
-A* - Pathfinding
-Generation of random Dungeons
-Scheduling system (handling turns and entities decisions)
-Combat system and modifiers
-Line of Sight (LOS)
-2d Light system
Of course this is not locked and suggestions are welcome, let me know if you want to see any other topic or what you would like to see covered in this talk. I don't mind changing stuff around.
On a final note, this will not be a "this is the right way to do it", but simply the way I approached it, and together we can see what was wrong and what went right.
The game that I'll be deconstructing: http://beta.videos.sapo.pt/Sc569lSHn3tjVGgYu77D