This third part of the book focuses on the gameplay perspective—creating the various parts of our Dungeon Crawler game that bring it to life. Up to this point, we have been so focused on just getting something up on the screen and working as it should, we haven’t had much time to explore gameplay. Now we have a game world and all of the engine-level features we need for the game. This part starts with a chapter on creating a character editor and using custom character files in the game. Chapters 11 and 12 then expand on characters by exploring a dialogue system, NPCs, and the combat side of the game. Chapters 13 and 14 develop an inventory system, making it possible to loot treasure and items. Finally, in the last two chapters, code is developed to fill the dungeon with treasure and monsters.
Chapter 10: Creating Characters and Monsters
Chapter 11: Dialogue: Trainers, Vendors and NPCs
Chapter 12: Fighting Monsters, Gaining Experience, and Leveling Up
Chapter 13: Equipping Gear and Looting Treasure
Chapter 14: Populating the Dungeon
Chapter 15: Deep Places of the World
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