TheBoxyBear
Console Adventure Game Structure
That's for a very generalized and fully data driven approach however which may be too complex for your needs. For a more code-based yet still generalized approach, you would have a base Character class with virtual/abstract methods like OnTalk, OnGiveItem and you derive the class for each character
14 replies
Console Adventure Game Structure
If you have proper dialogue, you would have a Character class that gets instantiated for areas with characters. The Character methods get called when interacting with them, with the instance defining things like dialogue trees.
14 replies
Npuzzle
Otherwise, FillTiles seems a bit odd creating the instance ahead of time. It could be created within the loop, even storing it in a variable declared in the loop. With the current approach, an extra instance is created and discarded every time.
3 replies
Console Adventure Game Structure
There's really no best way of doing this but since this is a C# community, object-oriented is what is the language is best at. You would want things be mostly data-driven, with classes defining base concepts, such as an Area class that is intantiated for each area.
14 replies
Project requirements?
Dependencies are handled automatically, either through NuGet packages or external project references. When cloning and building the project from source, project references are automatically linked as long as they are present in the repo, while NuGet packages are restored. When publishing a build, dependencies are included in the form of dlls
4 replies