Reality check


Okay so it's the start of Day 3, and I need to do a reality check.  My goals for this week were a bit at cross purposes: per the challenge, I wanted to create a complete, original, fun game, but at the same time I wanted to become a better engineer and game developer by building everything from "scratch" and doing it "the right way.*"

It's become exceedingly apparent that I can't accomplish both in 7 days, given my current skill level. So, time to temper my ambitions a bit.

At this point, my goal is to have a basic, playable, vanilla-type RL that more or less matches a tutorial-level scope (with maybe some of my own little fun touches thrown in.) It will *not* be mobile-oriented. It will *not* have much in the way of style, atmosphere, or good looks. And it will decidedly *not* be setting the world on fire. 

That said, I am learning *a lot*. In trying to do things right, I'm looking to use components to handle modular functionality, and generally architect a system that's flexible, robust, and easily expandable. I have NO experience with any of this stuff, so it's been a steep climb. But last night, for instance, I finally figured out Delegates and lambdas enough to create a system where I can specify a method as an item effect that gets called when an item is activated. Maybe I'm doing this terribly, but it seems much better than hardcoding effects, or (say) creating a class for each individual item type. But who knows, I'm just making it all up as I go.**

* "The Right Way" here is extremely debatable. What I've done is try to write the game in pure C#, not using anything Unity specific except for the bindings to the display layer. This was the goal, but game logic has creeped into the Unity bits, particularly something called "WorldController." Not sure it was even a useful goal, but one thing's for sure -- it's slowed me down. You can look at the source and see how I've approached things here.

** Well, that's not completely true. I'm so grateful for all the RL dev resources out there, and I'm certainly leaning on the libtcod tutorial at http://rogueliketutorials.com, digging through the source of RogueSharp and the unity port of RogueSharp by Olivexe, the rich, rich mine of wisdom that is the Grid Sage Games dev blog, and of course everything at r/RoguelikeDev.  Oh, and my very basic initial grid code was basically lifted wholesale fromQuill18Creates' Porcupine Project, so thanks to Quill18, too!

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