Plan

Manage Time, Software, and Business, Easily


Plan

Pulling together breadcrumbs blathered about in the blog and other places.

Roguelike Repo Location

The GitHub repository for this project is here

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SadConsole and display and look
GoRogue and location and proximity

Code Targets

  1. combat interaction (when to attack can be filled in when proximity exists)
    1. base attack stats and bonuses
    2. temporary bonuses
    3. targeting
    4. misses

      and evasion

    5. damage and damage types
    6. damage ablation and item wear
    7. fatigue, burst activity
  2. inventory

    (for now I won’t “show” wearing armor in the display)

  3. inventory management system for effects that happen to all items
  4. item theft
  5. dialog (again, proximity later)
    1. factions and individual reactions
    2. continuing relationships
  6. skills and non-combat fun
  7. locomotion
    1. type and terrain effects
    2. speed
    3. defense
    4. visibility
  8. shopping (proximity later)
  9. enemies and merchants to fight and bargain with
  10. heads-up display
  11. Entity stats and achievements
  12. messages for lots of things that would show in Watcher
  13. magic string eliminiation
  14. refactoring to single purpose, etc.
  15. summary component or system
  16. setting random seed at startup
  17. research games that allow setting the random seed

Architecture Notes

  • aim to deliver value, user functionality, admin functionality, think customers
  • little bites, micro stories
  • C#, mstest
  • .NET core .dlls where possible, command line to start
  • test projects for each code project
  • planning to wrap libraries in a separate project in order to keep my architecture clean, the wrapper may be ugly as a result
  • entity, component, system