Rogue Legacy 1's source code is now available for everyone! - eviltoast

This was recently posted to discord:

The Original Rogue Legacy Source Code Now Available

Greetings @everyone!

It’s been more than 10 years since we released a game that would alter the trajectory of our lives forever. That game, of course, was the original Rogue Legacy. In the span of a single night we went from struggling indie devs to building a solid, stable career making video games; a path that would carry on for more than a decade. Since then we’ve released two more titles and have reached millions of players worldwide, and it is a journey we hope to continue far into the future.

So, to give back to the community that has gifted us so much, and in the pursuit of sharing knowledge, today we are officially releasing the full source code to Rogue Legacy 1. This may only interest a select few people, but we hope by public sourcing the game that started it all for us, we can keep its spirit alive and help budding developers curious to know what it took for us to get started (and to see what you can get away with :p).

The full source is available at the GitHub link below:

https://github.com/flibitijibibo/RogueLegacy1/

A lifetime of gratitude goes out to Ethan Lee for setting up the public source code repository, and helping us since all the way back to the original Mac and Linux release of Rogue Legacy.

  • briggsyj@programming.dev
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    1 month ago
           #region MapInputs
            private const int DEBUG_INPUT_SWAPWEAPON = 0;
            private const int DEBUG_INPUT_GIVEMANA = 1;
            private const int DEBUG_INPUT_GIVEHEALTH = 2;
            private const int DEBUG_INPUT_LEVELUP_STRENGTH = 3;
            private const int DEBUG_INPUT_LEVELUP_HEALTH = 4;
            private const int DEBUG_INPUT_LEVELUP_ENDURANCE = 5;
            private const int DEBUG_INPUT_LEVELUP_EQUIPLOAD = 6;
            private const int DEBUG_INPUT_TRAITSCREEN = 7;
            private const int DEBUG_UNLOCK_ALL_BLUEPRINTS = 8;
            private const int DEBUG_PURCHASE_ALL_BLUEPRINTS = 9;
    

    wonder why they didn’t go with some enums