(Temporary name, I promise.)
A text adventure game/engine written in C#, using .NET (not core, yet).
It runs in your terminal.
Currently the "game" part has no content whatsoever.
C# together with Visual Studio is so simple so I don't think you need any instructions. Oh, it's only tested on VS2017, probably won't work on anything earlier.
Non-complete list of ideas and things to do
- Core
- Movement
- Command parsing
- Figure out an easier way to add sub-commands (eg. take all, drop all)
- Audio
Console.Beep()
Or maybe something else?
- Commands
- Movement
- Take
- Take all
- Item disambiguation (Make the player specify which item in case of multiple matches)
- Drop
- Eat/Drink
- Maybe make them two different commands?
- Look
- Equip
- Clear
- Unequip
- Examine/Inspect
- Use
- Insert
- Give
- Actors
- Base class
- NPC's
- Generic AI
- Data-driven behaviour?
- Should be easily extensible for unique NPC's
- Dialouge
- KISS
- Probably some menu-based system, no user-written responses.
- Generic AI
- Equipment
- Equipping & Unequipping items
- Equipment effects (stats, other fun stuff)
- Other, static interractable entities
- Containers
- Buttons & Levers
- Traps
- Could be activated by interracting with other entities, could be activated by moving between map nodes.
- Items
- Base class
- An easy way to create new items
- Data-driven?
- Generic base class and polymorphism?
- Consumables
- Drinking & Eating
- Effects
- Map
- Base node class
- Better way to build a map
- Data-driven?
- Procedually-generated map?
- Would be pretty darn cool, as always.