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
- combat interaction (when to attack can be filled in when proximity exists)
- base attack stats and bonuses
- temporary bonuses
-
targeting -
missesand evasion
- damage and damage types
- damage ablation and item wear
- fatigue, burst activity
-
inventory(for now I won’t “show” wearing armor in the display)
- inventory management system for effects that happen to all items
- item theft
- dialog (again, proximity later)
- factions and individual reactions
- continuing relationships
- skills and non-combat fun
- locomotion
- type and terrain effects
- speed
- defense
- visibility
- shopping (proximity later)
- enemies and merchants to fight and bargain with
- heads-up display
- Entity stats and achievements
- messages for lots of things that would show in Watcher
- magic string eliminiation
- refactoring to single purpose, etc.
- summary component or system
- setting random seed at startup
- 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