Lesson 5.14: Use Service Client to Retrieve ItemTemplates From Game Services

In this lesson, we will refactor the ItemFactory to use the GameServiceClient to load item data from our game services rather than from the local resource file. We will fetch the ItemTemplates during the application startup so that any latency is part of the launch. We already have loading logic and a progress indicator at … Continue reading Lesson 5.14: Use Service Client to Retrieve ItemTemplates From Game Services

Lesson 5.13: Build Reusable Service Client for Game Engine

After spending most of this chapter working to create our game services, we are going to return to the SimpleRPG game engine. We want to replace our local game data files with requests to our game services. That way we can retrieve updated data from the services and cache it locally for the running game … Continue reading Lesson 5.13: Build Reusable Service Client for Game Engine

Azure Static Web Apps with Blazor WebAssembly

Azure has Static Web Apps functionality integrated with Blazor now, but only works with GitHub as the source repository for the preview version. This article has a great description of how to get it working. It appears that the Azure Static Web Apps functionality really streamlines the process for building CI/CD for these types of … Continue reading Azure Static Web Apps with Blazor WebAssembly

Lesson 5.1: Introduction to Serverless Architecture in Azure

In the last few years, the concept of serverless computing has become much more prominent, but what does that actually mean? There are clearly servers in the cloud running code to implement our web application or service. But with serverless cloud implementations, we free developers from infrastructure management and allow the cloud providers to manage … Continue reading Lesson 5.1: Introduction to Serverless Architecture in Azure

Lesson 4.12: Read Monster Data File

We are going to continue our move to data files by working on the monster data. We will follow the same design that we described in the last lesson. We will create a new JSON data file, create a couple of Data Transfer Objects to use in serialization, and update the MonsterFactory to load and … Continue reading Lesson 4.12: Read Monster Data File

Lesson 4.10: Attack Initiative and Hit Logic

Now that we have the Battle class, we're going to make the combat more interesting. Currently combat is very static... the player attacks and monster and then the monsters respond with their own attack. Attacks always hit the opponent and cause a random amount of damage. But that's really all the variance in the combat … Continue reading Lesson 4.10: Attack Initiative and Hit Logic

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