2020 Update: Back to Unity and C#

Has been a crazy 2020 so far, am I right? Things are more stable now on my end, so is the time to go back to Unity, and C#. My last post was around a year ago , this also is ( more or less) the time when I’ve stopped coding so I can say I’m pretty rusty at the moment. I spent this last … Continue reading 2020 Update: Back to Unity and C#

Roguelike C# in Unity (3/13): Generating a dungeon

Welcome to the 3rd part of the tutorial! The original Python tutorial can be found here. Previous posts for C# in Unity: 1- RogueLike C# in Unity (1/13): Drawing the ‘@’ symbol and moving it around 2- RogueLike C# in Unity (2/13): The generic Entity, the render functions, and the map This is starting to get complex, in this tutorial we’ll keep working in our … Continue reading Roguelike C# in Unity (3/13): Generating a dungeon

RogueLike C# in Unity (2/13): The generic Entity, the render functions, and the map

Part 2 is here. This week we’ll create a generic Entity from where we’ll create all our entities, we’ll skip the original render functions from the original Python version, as won’t be used here, and finally we’ll create a basic map where we’ll be moving around. Don’t forget to check out the previous parts of the tutorial: Part 1: RogueLike C# in Unity (1/13): Drawing … Continue reading RogueLike C# in Unity (2/13): The generic Entity, the render functions, and the map

Roguelike C# in Unity (1/13): Drawing the ‘@’ symbol and moving it around

The intention of this serie is not to rewrite the Roguelike tutorial, but to offer an alternative implementation using C# in Unity. I discovered pretty soon that the tutorial above will only help me to scope each week’s work, but the implementation will be very different between Python and C# . This week our main objective is to draw the “@” symbol that represents the … Continue reading Roguelike C# in Unity (1/13): Drawing the ‘@’ symbol and moving it around