As I wrote untitled_rl, a roguelike game, as a C++ refresher, and yarl (another roguelike purged from internet as a matter of public safety/sanity) as a means to learn C, I'm using this project as a means to learn Rust.
My past game-like projects have taught me to start at a scope of roughly half of what I think I can handle. I want to make this a text-based adventure, so I'll make a finite state machine instead and go from there. My moonshot end-goal is to have yata be merely a text-based adventure engine, reading states, transitions, etc, from an external file.
- I'm beginging to question whether a FSM is the best pattern to use for a text adventure. It makes sense for locations to be implemented as States, but the presentation of content--to me--lends itself toward object-oriented patterns.
- JSON Parser to read Content (Location/Item descriptions) from an external, mutable file.
- Additional extra-gameplay states (Start, End, Main Menu, etc)
- Player inventory
- Item descriptions
Conditional Branching
State descriptionsState transition descriptions