Software development starts with the understanding of a system and its rules. This article provides a first exercise in analyzing a system for the potential developer.
It’s actually possible to populate specific cells in an Excel worksheet with information from your Access database. Here’s how you do it.
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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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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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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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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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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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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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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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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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