Rogue C# – Taking Inventory
It’s time to add more inventory items but first we need a way to define their abilities without getting lost in the code.
Technology should be the means, not the end.
To want nothing makes one invincible—because nothing lies outside your control.
Ryan Holiday, The Daily Stoic
It’s time to add more inventory items but first we need a way to define their abilities without getting lost in the code.
In the latest chapter, a flowchart of the Game startup process points me to a problem assigning inventory to the player.
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.
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.