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
Category: Simple RPG
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
Lesson 3.10: Building Trader Modal Screen
Now that we have the game engine updated and the new TraderViewModel defined, we can use that to build a new screen to allow the player to buy and sell items with a trader. If you are familiar with the WPF version of this sample, this additional UI is built in a modal dialog. We … Continue reading Lesson 3.10: Building Trader Modal Screen
Lesson 3.11: Adding Quests to Locations
Quests are a core concept of any roleplaying game. Various people send our player off on quests to kill some monsters, return with items for potions, retrieve the secret stone, and so much more. These provide some of the motivations for our heroes to adventure. Then when the player completes the quests, they may get … Continue reading Lesson 3.11: Adding Quests to Locations
Lesson 3.9: Adding Traders to the Game Engine
As we go around the village ridding it of monsters, we are starting to accumulate items (snakeskins, fangs, and rat tails). We need to do something with these before they start to clutter up our inventory... not to mention smelling up our backpack. Let's add traders to the game so that we can sell these … Continue reading Lesson 3.9: Adding Traders to the Game Engine
Lesson 3.8: Simple Monster Combat
Now that we have the pieces in place, we are going to allow our players to fight these terrible monsters that are terrorizing the village. The initial combat simulation will be simple: the player will fight one monster at a time.attacks with weapons will always succeed.damage is rolled randomly based on the selected weapon and … Continue reading Lesson 3.8: Simple Monster Combat
Lesson 3.7: Displaying Game Messages
As the player interacts with the game world (including combat), we need to display messages in the game screen: combat messages, damage done to creatures, healing, and more. We are going to do this by having the GameSession view model expose the Messages property. The Messages property is then data bound to the UI. DisplayMessage … Continue reading Lesson 3.7: Displaying Game Messages
Lesson 3.6: Adding Monsters to Locations
Being able to create monsters is great, but now we need to put them out into our game world and be able to interact with them. To do that, we are going to build some code that adds monsters and encounters to particular locations in the game world. Then, we will enable a MonsterComponent to … Continue reading Lesson 3.6: Adding Monsters to Locations
Lesson 3.5: Creating Monsters
Our game now has a player with inventory, game items, and the ability to move between locations. But, no game is complete without some antagonists for our hero to fight. We are going to introduce monsters into the game world for the player to battle. Creating the Monster Class Let's start with a new Monster … Continue reading Lesson 3.5: Creating Monsters
Lesson 3.4: Random Dice Roller
Many game systems have a way of producing randomized results. Be it selecting a random number in some range (min-max), flipping coins, or rolling dice. For RPGs, rolling dice is a seminal concept -- you've seen it in all the RPGs that you've likely played. It is burned into the genre by the popularity of … Continue reading Lesson 3.4: Random Dice Roller