End of day one of coding. I have the basics of the battle system done, lots more work. Using JUnit to put together some tests, I <3 unit testing. No UI yet, just a bunch of output to verify that things are working as I expect. Here’s some test output:
Starting battle...
=========( Round 1 )==============
Next item in deck, attacker = Enemy 1, defender = Player
Item chosen from deck is Test damage item (1)
Doing 1 against Player
Player health is now 9
Enemies in battle: [Mob{name='Enemy 1'health='10'}]
Enemy player is facing now: Enemy 1
Next item in deck, attacker = Player, defender = Enemy 1
Item chosen from deck is Test damage item (5)
Doing 5 against Enemy 1
Enemy 1 health is now 5
Seeing if Enemy 1 is dead
Round 1 is over
=========( Round 2 )==============
Next item in deck, attacker = Enemy 1, defender = Player
Reshuffling deck
Item chosen from deck is Test damage item (1)
Doing 1 against Player
Player health is now 8
Enemies in battle: [Mob{name='Enemy 1'health='5'}]
Enemy player is facing now: Enemy 1
Next item in deck, attacker = Player, defender = Enemy 1
Reshuffling deck
Item chosen from deck is Test damage item (5)
Doing 5 against Enemy 1
Enemy 1 health is now 0
Seeing if Enemy 1 is dead
Mob{name='Enemy 1'health='0'} was dead, removing
Player won ![]()
Round 2 is over
I’m going to try a 7DRL again. Doomed to failure because I really don’t have the time right now, but what the heck.
I’m going to try to mix RL basic play (moving around a random dungeon, random items, etc) with a CCG mechanic. Your equipment will basically be your “deck”, and as you get new equipment, you can build your deck based on the type of character you want to play.
Which means there will be a “battle screen”, instead of the traditional bump-combat you see in roguelikes.
It’s 4:48pm in Dallas, and I’m starting now.