- monster hunter like command-line game
- procedurally generated content (items, craft system, monsters & quests)
- dot file generation from generated craft system (see below)
Note: icons from http://game-icons.net/
- discover Scala concepts, syntax & ecosystem from scratch
- try-out design patterns (decorator, abstract factory, builders...)
- tackle design challenges (S.O.L.I.D)
- try out reactive programming with rescala
- discover Scala generics (bounds & variances)
- Single Responsibility Principle
- Open-Closed Principle
- Liskov Substitution Principle
- Interface Segregation Principle
- Dependency-Inversion Principle
- random-free after procedural generation
- no quest order/level restrictions on the player
- no time-consuming mechanics (farming, grinding, randomized loot,...)
- quests are instantaneous
- configurable and (hackable...I tried)
see game-mechanics.md
- docopt (command line parsing, included as jar https://github.com/docopt/docopt.java)
- scalatest (scala unit tests, http://www.scalatest.org/)
- typesafe (config file parsing, https://github.com/lightbend/config)
- rescala (reactive scala, https://github.com/guidosalva/REScala/)
- doc can be generated with
sbt doc
- tests can be run with
sbt test
see src/main/resources/application.conf
- take status into account inside quest logic
- add game stats
- make craft generation more configurable/hackable
- add feasibility check (check at least 1st quest can be completed with provided equipment)
- charm slot limit can be bypassed by equipping/un-equipping armors