Rogue C# – Going Back to the Requirements
In this chapter, we’re going back to the official list of requirements for our Roguelike and expanding them to cover the game from start to finish.
Because technology should be the means, not the end.
But often the treasures of learning must be defended, not against the simple but, rather, against other learned men. Wondrous machines are now made with which the course of nature can truly be predicted, but woe if they should fall into the hands of men who would use them to extend their earthly power.
Uberto Eco, The Name of the Rose
In this chapter, we’re going back to the official list of requirements for our Roguelike and expanding them to cover the game from start to finish.
In this update, I’m ditching the monochrome map and adding some color graphics on the map with text drawing via the TextRenderer class.
It’s been a few years since the last report from the Rogue C# project and the dungeon retains its mysteries. Time to dust off the project notes and find what awaits discovery.
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.
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.
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.
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.
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.
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.
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.