Game we're making with the skills we cover in the live stream (http://www.twitch.tv/ariugwu). Text adventure. Zombie survival. Tribute to MajorMud.
I'll do my best to mark which commits line up with which code katas (from the twitch sessions).
- Week 1 - Factory Pattern (Creational Pattern):
- Description: Get us off the ground and create some objects
- [Video(s)]
- Commit: https://github.com/ariugwu/mudz/tree/e588cdaf6838c4d59c0cbcff30d8c25aba77439e
- Week 2 - Strategy Pattern (Behavioral Pattern):
- Description: Help deal with some granular complexity of our players. This pattern has a lot in common with the Bridge Pattern and is often confused. The key difference we're high lighting is that our behavior in a Strategy Pattern is coupled witht he context (player)
- [Video(s)]
- Commit:
- Week 3 - Bridge Pattern (Structural Pattern):
- Description: Start getting some of our monster code organized. We might do something similar with inventory items so this will be a good test.
- [Video(s)]
- Commit:
- Week 4 - Command Pattern (Behavioral Pattern):
- Description: Introduce a way to cleanly handle commands. Sets us up nicely for event-sourcing later.
- [Video(s)]
- Commit:
- Week 5 - State Pattern (Behavioral Pattern):
- Description:
- [Video(s)]: Add some more complexity to our game Actors (Players/Monsters) to deal with temporary changes to them (i.e - scared, excited, brunk, etc).
- Commit:
- ** Week 6 - Flyweight Pattern (Structural Pattern):**
- Description: Find ways to load our game assets and reuse them efficiently.
- [Video(s)]
- Commit:
Week 7 & 8 - Bonus [Video(s)]:
- Adapter Pattern (Structural): We use this but never did a kata for it because it's so similar to our core 6.
- Interpreter Pattern (Behavioral Pattern): We use this but never did a kata for it because it's so similar to our core 6.
Phase III - First things first: Build a TCP Server and Client to start playing our game with other people.
- Singleton (Creational): Since we have tcp sockets and connections flying around we want to make sure that our game engine is only created once.
- [[Video(s)]]:
- Commit: https://github.com/ariugwu/mudz/tree/e033c4ffe156cf8bc33bd35688ab5bfa7824cc27
- Chain of Responsibility (Behavorial Pattern):
- [[Video(s)]]:
- Commit:
- Interpreter Revisit (Behavioral Pattern):
- [[Video(s)]]:
- Commit:
- Adapter Revisit (Structural):
- [[Video(s)]]:
- Commit:
- Template (Behavorial Pattern):
- [[Video(s)]]:
- Commit:
- CQRS Pattern: We have a lot going on and while we've done a bit to structure our commands we might want to make things a bit more formal.
- Event Sourcing:
- Observer (Behavorial Pattern):
- Proxy ():
- Decorator Pattern (Structural Pattern): Organize the various things that can impact actions and attributes for our Actors and have them be applied in a uniform way. For example: A drunk player of type medic who tries to heal will need to have all three things factor into how well they peform that action.
- Unit of Work:
- Repository: