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…