Coming back around to the inventory side of the game, I decided to add some extra variety to the available items, starting with the scrolls and potions.
Rogue C# – A Few Random Updates
For this update, I decided to knock out a couple of quick features – the Play Again feature and the spawning of new monsters mid-level. A couple of bugs got squashed along the way.
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Rogue C# – Building on the Foundation
The game has a solid foundation and now we start building on it. There are still a lot of features to finish and bugs to work out along the way, especially the individual inventory items that will help the player survive in the dungeons.
Rogue C# – The Monsters Strike Back
After cleaning up from the program refactoring, I decided to complete the programming on the player stats. Then things got real when the monsters started fighting back.
Rogue C# – The Monster Shuffle
Evolution is often a difficult process and our program is definitely evolving. In this chapter, we bring the monsters to life and deal with a major refactoring of code as the need to store data increases.
Rogue C# – Building the Monster Class
Now that we have some requirements for the monsters, it’s time to build the class and add a few new guests to the dungeon. As always, building the class requires some serious attention to detail.
Rogue C# – “Here there be monsters.”
It’s a bit lonely in this dungeon game so it’s time to add some monsters and there’s a lot more to it than you’d think. In this chapter, I detail some of what’s involved in adding opponents to our roguelike.
Rogue C# – Inventory Revisited
Before we can introduce monsters and fights to the game, the player needs some items such as weapons in inventory. It’s time to test some of the theory the Inventory class is built on.
Rogue C# – Speed it up!
Fast Play mode lets the player zip around the map without having to press the direction keys for every space but each space still equals one turn. In this chapter, we code for that and a couple other odds and ends.