Studies project called "Creating elements of a game". There was three task to do.
- Add new group of monsters
- Scorpion.cs
- ScorpionEmperor.cs
- ScorpionGiant.cs
- ScorpionEmperorFactory.cs
- ScorpionFactory.cs
- Add new group of items
- CrystalArmor.cs
- GoldenDragonArmor.cs
- Thanos'sGlow.cs
- RefinedArmorFactory.cs
- Add new group of skills
- BerserkerRage.cs
- BerserkerRageDecorator.cs
- FrighteningPitting.cs
- FrighteningPittingDecorator.cs
- TwistPierce.cs
- TwistPierceDecorator.cs
- RefinedMovementsFactory.cs
- Add new group of interactions
- Authority.cs
- Logger.cs
- Principal.cs
- University.cs
- CommisionsBoard.cs
- AuthorityFactory.cs
- LoggerFactory.cs
- UniversityFactory.cs
- CommisionsBoardFactory.cs
- Trophy.cs
- EvolvedRatTrophy.cs
- RatTrophy.cs
- ScorpionEmperorTrophy.cs
- ScorpionGiantTrophy.cs
- ScorpionTrophy.cs
- TrophyFactory.cs
- Some editions in existing files
I've created three monsters Scorpion (the most basic one), Scorpion Giant which one acts as a guard for Scorpion Emperor. When You beat a guard then emperor will show up. The difficulty of them goes Scorpion < Scorpion Guard < Scorpion Emperor. Their statistics are:
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- Health: 20 + 10 * player level
- Strength: 15 + 2 * player level
- Armor: 50
- Precision: 50 + 2 * player level
- MagicPower: 0
- Stamina: 5 + 10 * player level
- XPValue: 50 + player level
- BattleGreetings: "Ghhhzzz!"
- Attack damage:
- type: incisied
- hp: 10
- strength: (5 * Strength + XP) / 10
- armor: ((2 * Strength + 5 * Precision + XP * 5) * Stamina / 50) / 10
- precision: Precision * XP / 10000
- magic: 0
-
- Health: 30 + 10 * player level
- Strength: 15 + 2 * player level
- Armor: 80
- Precision: 70 + 2 * player level
- MagicPower: 0
- Stamina: 5 + 10 * player level
- XPValue: 60 + player level
- BattleGreetings: "You will die before crossing this doorstep!"
- Attack damage:
- type: incisied
- hp: 10
- strength: (5 * Strength + XP) / 10
- armor: ((2 * Strength + 5 * Precision + XP * 5) * Stamina / 50) / 10
- precision: Precision * XP / 10000
- magic: 0
-
- Health: 40 + 10 * player level
- Strength: 15 + 2 * player level
- Armor: 60
- Precision: 100 + 2 * player level
- MagicPower: 0
- Stamina: 5 + 10 * player level
- XP: 100 + player level
- BattleGreetings: "How it is possible that You killed my guard!"
- Attack damage:
- type: incisied
- hp: 10
- strength: (5 * Strength + XP) / 10
- armor: ((2 * Strength + 5 * Precision + XP * 5) * Stamina / 50) / 10
- precision: Precision * XP / 10000
- magic: 0
-
Every monster have its own facbric class.
I've created three items:
- Crystal Armor - the most complicated one. Gives player 5% to player's biggest statistic everytime player receive a hit from monster which main statistic will be different
- Golden Dragon Armor - as much hp damage player receive as much damage spread for every statistic player will cause in next turn
- Thanos's Glow - doubles strength and reduces stamina to 70%
- All the foregoings items have one fabric class.
I've created three skills:
- Berserker Rage - a chance equal to half of player's strength stat to land 0.5Str Hp, 0.25Str Precision damage. Type of damage is called "incised" and skill requires Axe.
- Frightening Pitting - a chance to land multiplayed by 0 to 10 sum of precision and strength divided by 50 for HP and 20 for armor. Type of damage is called "cut" and skill requires Spear.
- Twist Pierce - a chance 100/225 of precision stat to land (0.25Str + extra 20 points if player have more strength than 100) HP and 0.25PR Armor damage. Type of damage is called "incised" and skill requires Sword.
- For all skills I've make different decorators - it makes possibility to create combo of skills of the same type. The foregoing represents one of possible types in whole game.
- All of the foregoings and theirs decorators have one fabric class.
I've created some interactions:
-
CommisionsBoard.cs - here player can get commision and start earning gold.
-
Authority.cs - person who get's commisions for killing monsters and give gold for it.
-
Logger.cs - when player have commision for wood logging, here he can work and get the gold.
-
University.cs - here player can learn new available skills for only 50 gold!
-
Trophies - needed for commisions to kill monsters as evidence for authority.
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Abstract classes:
- Principal.cs
- Trophy.cs
-
Factories for every created interaction and item.