Category Archives: dungeon

How I implemented invisible monsters in my roguelike

In just over 60 minutes I’ve implemented a new buff spell, a new monster ability and a new delayed effect that all combine to allow the caster to see invisible monsters for a predetermined period of time. Read on to see how … Continue reading

Posted in design, dungeon, graphics, magic, monsters, Spellcasting, spells | Tagged , , , , ,

Timings

This last week has seen me implement a new DLL that is geared up to print text a whole lot faster than the standard Darkbasic Pro commands. Officially it is known as D3DFunc V3.0 – but everyone on the DBPro forums … Continue reading

Posted in design, dungeon, graphics, GUI, update | Tagged | 1 Comment

Doors, rooms and corridors

Recently I’ve completed my second dungeon drawing routine, this one uses a grid based approach to laying out the rooms within a level and then connecting them one at a time, this appears a common approach for roguelikes and can … Continue reading

Posted in design, dungeon, update | Tagged | 1 Comment

Dungeon design templates

Inspiration taken from Squidi Net unfortunately I couldn’t find anywhere to post on his/her site about using their material as a base. I’ve taken a short period of time away from Spell management and looked towards creating dungeons, which are … Continue reading

Posted in design, dungeon, pcg | Tagged | 5 Comments