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Project Two Final Game
Project Two is where your Project One design becomes the complete Python program.
Before coding, review:
- Storyboard
- Map
- Move pseudocode
- Get-item pseudocode
- Module Six prototype
- Instructor feedback
The sample dragon game demonstrates the required type of behavior, but your final game should use the theme and game world you designed in Project One.
A large gameplay loop is easier to manage when you add one behavior at a time.
A practical order is:
- Instructions and status function(s)
- Room/item dictionary
- Starting room and inventory
- Gameplay loop
- Movement handling
- Get-item handling
- Input validation
- Win condition
- Loss condition
- Full playthrough testing
Run the program after small changes.
Your Module Six prototype gives you a tested example of movement, looping, and command handling.
Project Two changes the overall ending behavior. The final game ends when the player wins or loses according to the Project Two requirements, not merely because the simplified milestone reaches an exit room.
Project Two requires one or more functions for the required instructions/status behavior. Keep function responsibilities understandable.
A function should help organize repeated or logically related work. You do not need to create many tiny functions just to make the program look more advanced.
Build the final room and item dictionary from your Project One map.
Check each room for:
- Neighboring directions
- Item, if any
- Start-room role
- Villain-room role
One typo in a room or item name can create behavior that looks like a logic error, so use consistent names across your design and code.
Do not stop after the program runs once.
Use Testing and Debugging to test valid commands, invalid commands, inventory changes, a complete win, and a complete loss.