A fun side project using a well defined yet varied and in-depth system.
##Spec
- Primary Source:
- Structure of a Turn:
- Various Sources:
##Notes
###Component-Entity-System: - a possible way to get around the odd ways the cards can be combined into multiple card types if inheritance is used.
- http://www.chris-granger.com/2013/01/24/the-ide-as-data/
- http://www.chris-granger.com/2012/12/11/anatomy-of-a-knockout/
- http://en.wikipedia.org/wiki/Entity_component_system
- http://gamedev.stackexchange.com/questions/12529/what-designs-are-there-for-a-component-based-entity-system-that-are-user-friendl
- http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
- https://github.com/thelinuxlich/artemis_CSharp
- http://blog.chronoclast.com/search/label/Entity%20Systems
- http://www.gamedev.net/page/resources/_/technical/game-programming/case-study-bomberman-mechanics-in-an-entity-component-system-r3159
###research:
- EventSourcing
- to rollback and replay different actions for testing strategies