Designing AI for Explore

In my previous article I talked about designing a dungeon generation system for the roguelike I'm working on, Explore. Today I'm going to talk about writing the AI and some of the design decisions behind enemies. Speed and Timing Explore, like many roguelikes before it, is a turn-based game. With…

Scriptable Dungeon Generation

I've talked about dungeon generation in the past, specifically an algorithm that I've used in a few places. That same algorithm is at work in my roguelike which I've been calling "Explore". Since I've already covered exactly how that algorithm works, I'm going to cover a slightly different…

Designing a web-based roguelike

For a couple of weeks I've been working on a number of new projects, but the one I want to talk about today is a little web game. I don't have anything but a code-name for it yet, but the overall goal is a web-based game in the vein of…