Abstract
Any self-respecting dungeon has more than one level in it. There is no point in digging an underground lair and reusing some eldritch cave structure if you’re not going to make it deep. Up to this point in our game, we treated dungeons as a single-level structure because it was easier to code and reason about it. In this chapter, we’re going to add multiple levels to the dungeon and create the other scenes necessary for the game introduction, game over, and winning the game. The most complex part is the multiple-level support because it requires refactoring some of our game files.
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Notes
- 1.
Camera fadeOut documentation: https://photonstorm.github.io/phaser3-docs/Phaser.Cameras.Scene2D.Camera.html#fadeOut__anchor
- 2.
Doomed font by Jack Oatley: www.dafont.com/doomed.font?l[]=10&l[]=1
- 3.
Scene Manager documentation: https://photonstorm.github.io/phaser3-docs/Phaser.Scenes.SceneManager.html
- 4.
My favorite game design book is The Art of Game Design by Jesse Schell: www.schellgames.com/art-of-game-design/
- 5.
Itch.io site: https://itch.io
- 6.
Publishing HTML5 games to itch.io: https://itch.io/docs/creators/html5
- 7.
Vercel site: https://vercel.com/home
- 8.
Surge site: https://surge.sh/
- 9.
RogueBasin site: www.roguebasin.com/index.php?title=Main_Page
- 10.
Roguelike Celebration: https://roguelike.club/
- 11.
Roguelike development subreddit: www.reddit.com/r/roguelikedev/
- 12.
Procedural Generation in Game Design book: www.routledge.com/Procedural-Generation-in-Game-Design/Short-Adams/p/book/9781498799195
- 13.
7DRL challenge site: https://7drl.com/
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© 2020 Andre Alves Garzia
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Garzia, A. (2020). Finished Game. In: Roguelike Development with JavaScript. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-6059-3_9
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DOI: https://doi.org/10.1007/978-1-4842-6059-3_9
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