Day 1
- Built out HTML structure.
- Built out initial CSS.
- Visually arranged HTML content.
- Styled buttons.
Day 2
- Added dungeon image functionality:
- A random image will be selected at game start.
- "Move Forward" button now randomly cycles the current image.
- Added logic to ensure the same image will not be selected twice in a row.
- Style changes:
- Image container changed to black.
- Text colors added to "game-info" span tag content.
Day 3
- Added "dungeonData" object to store game data.
- Added constants for easy object access.
- Began adding "Search" button logic.
- "goodFindHandler" logic started.
- "gainPotion" functionality added.
- "gainWeapon" functionality started.
- Added check so "Search" can only be executed once per room.
- Modal window is now triggered if player attemtps to search in the same room more than once.
- "goodFindHandler" logic started.
Day 4
- Adjusted percentages for 'good find' or 'bad find' selection.
- Added weapon selection logic for when the player finds a new weapon inside of a 'good find' occurence.
- Added modal window alerts to inform the player of what they have found.
- Added logic to swap out the player's old weapon for the newly found weapon.
- Needs work. found-weapon-alerts are not responding to weapon-exclusivity-logic.
- Attempting to use a Set to keep track of all weapons the player has previously aquired.
Day 5
- Completed logic for swaping out player's old weapon with the newly found weapon.
- Added logic to make sure that finding a lower level weapon doesn't replace the player's higher level weapon.
- Added modal window alert when player finds a potion.
- Added modal alerts for when the player finds nothing on their search or when they "make noise" while searching.
- Added logic to calculate when the player encounters a monster.
- As the player moves through the dungeon a value is gradually increased. Once that number is greater than 50 it is checked on every player movement until an encounter is triggered.
- When a monster is encountered the player's UI is swapped to provide the combat controls. The monster's health window also appears.
- As the player moves through the dungeon a value is gradually increased. Once that number is greater than 50 it is checked on every player movement until an encounter is triggered.