As we plan to refactor and expand the combat system, we notice that there are a lot of messages returned from combat methods that need to be displayed. Our plan is to refactor the combat code out of the GameSession class and into its own class that manages the intricacies of combat. To make it … Continue reading Lesson 4.8: Create Centralized Message Broker
Category: .NET Core
Posts dealing with .NET Core probably version 3.1 and above
Lesson 4.7: Ability to Display Quest and Recipe Data
Currently we have the quest and recipe data concisely shown in the Quests and Recipes tables that only display their names and status. Once we get past the original receiving of the quest, it can be difficult to remember that is needed to complete a quest or recipe. So we are going to enable the … Continue reading Lesson 4.7: Ability to Display Quest and Recipe Data
Lesson 4.6: Add Keyboard Shortcuts for Game Operations
Part of a good game is being able to take multiple forms of input. To this point, we have focused on touch and mouse input. In this lesson, we will add keyboard input to the game and handle keyboard keys and shortcuts to perform specific game actions, like moving or fighting or using a consumable … Continue reading Lesson 4.6: Add Keyboard Shortcuts for Game Operations
Lesson 4.5: Craft Items with Recipes
With the popularity of games like Minecraft, building and crafting items from base components has become very common in games. It has found its way into many of the latest roleplaying games as well. So let's build the concept of recipes (ingredients for making items) and crafting into our game engine. Recipe Model Changes The … Continue reading Lesson 4.5: Craft Items with Recipes
Lesson 4.4: Create the First Consumable Item
Most game players are familiar with consumable items - these are single use items that are used to provide the player an effect... like a potion of healing that lets us rejuvenate some of our hit points. This is a common concept in many roleplaying games. So we are going to introduce a Granola bar … Continue reading Lesson 4.4: Create the First Consumable Item
Lesson 4.3 Monsters Attack with Weapons
Since we moved the player's weapon to use the Attack command/action, it makes sense to do the same with the monsters too. The monsters are technically fighting with their natural weapons, be it a bite or claw attack. But if we want our hero to eventually fight other humanoids, then those would also fight with … Continue reading Lesson 4.3 Monsters Attack with Weapons
Lesson 4.2: Refactoring to Use Attack Command
With a working game engine, it's time for some changes to make it more flexible and able to support an ever-growing list of features and functions. One large refactoring that we will make is to replace the weapon and monster attack behavior with an Attack command instead. We will learn and use the Command design … Continue reading Lesson 4.2: Refactoring to Use Attack Command
Lesson 4.1: Adding Hit Point, Gold, and Level Management
We left the Player and LivingEntity classes very open ended and allow our code to just set properties for things like hit points and experience. However, there is actually logic that needs to be run when some of these properties change. So we are going to add methods with additional logic to handle these behaviors. … Continue reading Lesson 4.1: Adding Hit Point, Gold, and Level Management
Lesson 3.13: The Wrap
We've come to another big milestone in our game. We extended our game engine with a lot of new functionality -- all within the design patterns that we established early on. And we added more complex UI elements into our game screen -- learning about some new Blazor and Blazorize rendering features. We had a … Continue reading Lesson 3.13: The Wrap
Lesson 3.12: Completing Quests
With our quests in place, the player will be able to navigate the world, find snakes, and attack them to get five fangs. These are the items required to complete our first quest. Once we do all of the work, we will need to return to the herbalist to collect our rewards. At this point, … Continue reading Lesson 3.12: Completing Quests