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Category: C#

Rogue C# – Adding Scrolls and Potions

Posted on July 25, 2023July 25, 2023 by Andrew Comeau

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.

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Rogue C# – A Few Random Updates

Posted on July 13, 2023July 13, 2023 by Andrew Comeau

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

Posted on June 29, 2023July 13, 2023 by Andrew Comeau

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.

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Rogue C# – The Monsters Strike Back

Posted on June 14, 2023July 10, 2023 by Andrew Comeau

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.

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Rogue C# – The Monster Shuffle

Posted on June 5, 2023July 10, 2023 by Andrew Comeau

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.

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Rogue C# – Building the Monster Class

Posted on May 20, 2023July 10, 2023 by Andrew Comeau

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.

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Rogue C# – “Here there be monsters.”

Posted on May 12, 2023July 12, 2023 by Andrew Comeau

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.

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Rogue C# – Inventory Revisited

Posted on May 6, 2023September 17, 2023 by Andrew Comeau

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.

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Rogue C# – Speed it up!

Posted on April 23, 2023July 10, 2023 by Andrew Comeau

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.

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Rogue C# – “A mango a day …”

Posted on April 21, 2023July 10, 2023 by Andrew Comeau

Food is one of the most important items that you look for on the map so it’s appropriate that food be the first inventory item that we implement in our roguelike game. In this chapter, I’ll demonstrate how the player’s level of hunger can be managed and write the function that will allow the player to consume food and keep going.

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