Category Archives: monsters

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 , , , , ,

Monster Edit Files

Whilst surfing I came across this article from the roguelike Kharne entitled: Moving to Edit Files. What now follows is an extract I’ve taken from that article and applied the design theory  to my game. Before moving into my article I … Continue reading

Posted in design, direction, modding, monsters | Tagged | 1 Comment

Monster death

Most of the games I play (both offline and online) provide a set list of events upon the death of your enemy and these generally fall into one (or more) of: (a) experience points or (b) item drop and I … Continue reading

Posted in design, monsters | Tagged