Rogue C# – First Project Review
In this chapter, I want to review what we’ve done so far in this series to show how everything has contributed and where it’s going from here so you’ll have a better understanding of how an application grows.
Technology should be the means, not the end.
If, in our heart, we still cling to anything — anger, anxiety, or possessions — we cannot be free.
Thich Nhat Hanh, The Heart of the Buddha’s Teaching
In this chapter, I want to review what we’ve done so far in this series to show how everything has contributed and where it’s going from here so you’ll have a better understanding of how an application grows.
Hidden doorways and passages are one of the challenges in many games and Rogue is no exception. It makes the game a little more challenging and stretches out the game experience, too. In this chapter, we’ll see how to add hidden doorways to our own roguelike.
The “fog of war” is an important feature for adding challenge and mystery to a game as the player must gradually discover new territory and whatever surprises are there. It’s also a challenging feature to code.
Rogue is a game in which the player moves through many levels to their ultimate goal. In this chapter, we add this feature to our own game.
LINQ is a powerful feature that enables the program to search collections of data in much the same way that SQL searches databases. This chapter shows the basics and how they can be used in the program.
If you haven’t checked out the Rogue C# series here on ComeauSoftware.com, you’re missing out on a great chance to see the C# language in action! This is a demonstration of C# coding through a single, epic project to recreate the PC version of Rogue, the classic dungeon RPG. If you’ve ever wanted to know…
Now that the program can respond to different keys, it’s time to let the player start wandering the map. This chapter shows one way of doing this while making sure the player stays within the right boundaries.
One of the recognizable features of the original Rogue game was the long list of key commands that the player used for all actions, including eating, searching and using objects. Now we’ll see how we can implement those in our own roguelike.
At this point, our game can generate a random map and there are classes to control the game itself and define a player. Now I want to spread some gold around the rooms for the player to collect. In the process, we’ll be making some improvements to how the program handles Random values.
Programs often use multiple classes that work together to provide structure to the program. In this chapter, we’ll expand our roguelike with the new Game and Player classes.