June 2021
Beginner
344 pages
8h 9m
English
In the previous chapter, you extended your game to use an Entity Component System (ECS). You added monsters and a simple collision detection system to remove monsters from the dungeon when you bump into them. The monsters remained static, quietly awaiting their demise. In this chapter, you’ll make the monsters move randomly. The game is then too fast to play, so you’ll implement a turn-based game flow—similar to Nethack[52] or Dungeon Crawl: Stone Soup.[53] You’ll learn to selectively schedule systems execution based upon turn state, and move to an intent-based system allowing for greater complexity such as movement being canceled by being stunned.
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