gregoryfmartin / eldoria Goto Github PK
View Code? Open in Web Editor NEWA text-based adventure game that pays homage to the games of yester-year, with some personal twists.
License: GNU General Public License v3.0
A text-based adventure game that pays homage to the games of yester-year, with some personal twists.
License: GNU General Public License v3.0
Welcome to the Eldoria game repository! Please keep in mind that this project is currently under active development and is not in a finished state. You can download and run the game program on your own computer, but be aware that none of the scripts are signed and it's currently not in a ready-to-use state. That said, if you do decide to download and use it, feedback is always welcome! Please read the GitHub wiki for more information.
The messaging in the combat state is very active when compared to other states. The window needs expanded in height to better facilitate the messaging requirements.
So far, the only Battle Action types that have been created and tested are combat ones. The magic/augment skills need implemented.
Ensure that all functions in the script have proper documentation associated with them.
Title says it all.
There seems to be an issue with the bottom horizontal border on MacOS being drawn correctly.
When more of the functions are in place, it's prudent to implement the possible states of the game and regulate control and interaction based on the state.
The foundation for creating and displaying Scene Images is available, however there's no actual Scene Images created other than the test one which generates random noise in the grid.
Currently, there's no way to determine the current Affinity of any Entity in the battle screen. This needs to be rectified.
Although the visual and user experience for the Command Parser in the Console Window has been created, there's no actual Command Dictionary.
Under certain conditions, it's possible to create an issue where the input is bugged out. It's hard to describe what this is. I need to examine this algorithm further.
At this point, it's difficult to tell who's currently executing. I'll want to figure out a method for calling out who's currently executing.
Thanks to Liam, it's possible that the keyboard will buffer input if a key is long pressed. This needs to be corrected.
Devise and implement an Experience Level Increase System.
It may not be possible to do this within PowerShell, but I'll still investigate the possibility anyway.
Reference the code in the following commit.
Although 24-bit color text output seems to work when the entire string is guaranteed to be output at once, breaking the string apart causes prefix control sequence modifiers to not apply to subsequent output. What appears to be happening is that independent calls to text output API imply a CRLF that potentially breaks the formatting, which may or may not make sense.
The consequence of this is that the TTY functionality is broken when trying to implement 24-bit color output using ANSI Control Sequence. This likely requires more investigation.
Create and implement the NPC Shop State.
Create and implement the Splash Screen State.
A state needs devised for viewing/configuring the Player's status.
I wrote some conditionals that use implied Booleans. These need changed to explicit Boolean checks.
It's unclear if this is intended by Microsoft, but calls to Write-Progress are ineffective.
Although I thought this taken care of some time ago, it would seem two issues have reappeared in the Inventory screen:
Create and implement the Character Creation State.
There's some hint that a battle subroutine would exist in this game, but there's no such subroutine made.
Integrate ATComposite Support to the Navigation Message Log Window
Determine if it's possible to store different buffer states and seamlessly transition between multiples.
Attempt to restructure global data into classes. This will be a bit of a larger undertaking but it should be done before a production release.
While devising the Command Dictionary, it would be prudent to investigate permitting Command Abbreviations to reduce the amount of typing required by the user. This will give them the options of typing the full commands or typing the abbreviations.
Title says it all.
This is a bit of a strange idea, but I'd like to investigate if it would be possible to create Color Swatches for themes (this is pretty much necessary anyway), but then to make them sensitive to if the user has a Light or Dark mode selected for the Windows Application Color Mode.
The only crux here is that if a user sets their Windows Application Color Mode to Light, this change doesn't necessarily reflect in their terminal (I'm thinking specifically of Windows Terminal here). I'm not sure if it would be wise to determine if the swatch choice should be made in response to either the Windows Application Color Mode, or if it should be made in response to the color theme currently in use in Windows Terminal (it may be possible (A HUGE MAYBE) to get the color scheme in use in Windows Terminal via PowerShell, and I know for certain the Windows Application Color Mode can be obtained via a Registry Query, but the other pitfall with the terminal-query method is that it's likely not portable to any other terminal, i.e. Windows PowerShell or the standalone PowerShell 7 terminal).
Devise a system of saving and loading game data.
Devise and implement Events and a management system for them.
Implement an Inventory State/Window for display.
More of a pet peeve, but ensure that my code conforms to my own linting standards.
The vertical borders on the Message Window overlap with the horizontal ones.
Prevent fallthru execution in switches with returns.
Create and implement the Title Screen State.
If an Entity uses a technique that aligns with their Affinity, a modest scalar should be applied to the Effective Damage, as well as increasing the success rate of the technique itself. Concurrently, using a technique that is diametrically opposed to the inherent Affinity has a substantial effect on the success rate and incurs a negative scalar to the Effective Damage.
When a Battle Entity's TargetOfFilter is empty, the executing logic can't successfully handle the case.
On MacOS, when SiFieldNRoad is drawn to the Scene Image Window, there is evidently a Buffer Cell that is rendered blank with no obvious reason. It appears to be in the second row, eighth column.
Numeric literals are used as IDs for the Progress Bars. This needs changed.
I want to try using a Status Window border highlight. This is POC and may not stick.
The concept of a map is entirely missing.
The idea here is to have an ATString composite-like functionality such that independent substrings in a string can be individually manipulated.
Title says it all.
I don't know why I haven't fixed this yet, but it needs corrected.
The current state of the ATDecoration structure doesn't support a full suite of common ANSI Decorators.
Verify which functionality can port safely to platforms other than Windows. This case will originally start as an investigative one that can and will likely lead to several bug-related issues later on.
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