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C# WPF .NET Architecture

🧪 DarkFormula

DarkFormula is a dark fantasy adventure game about a lone alchemist exploring a mysterious and ever-shifting world, gathering rare resources and crafting potions to survive.

The project was built as a desktop application using WPF and the MVVM architectural pattern, serving as a practical demonstration of UI techniques, real-time rendering, and multiple design patterns applied in a structured architecture.


🎥 Gameplay Demo

Watch DarkFormula Demo


🛠 Tech Stack

  • C#
  • .NET (WPF)
  • MVVM Architecture
  • XAML, Styles
  • Data Binding, Commands & Converters
  • CompositionTarget Rendering Loop

🧠 Design Patterns Used

This project demonstrates practical implementation of multiple design patterns:

  • Builder
  • Factory
  • Singleton
  • Decorator
  • Facade
  • Proxy (Smart Proxy)
  • Chain of Responsibility
  • State
  • Strategy

These patterns are used to structure gameplay logic, crafting mechanics, world behavior, and object interactions - not as theoretical examples, but as functional architectural solutions.


🎮 Game Logic & Mechanics

🌍 World Exploration

The player takes the role of a lone alchemist exploring a mysterious and shifting world.

The world moves together with the player.
If you travel too far in one direction, returning becomes impossible - reinforcing a mystical, irreversible exploration experience.

There are 4 unique biomes, each containing different environmental conditions and resources.

🌲 Biome 1 — Forest

The starting biome. A dense and familiar woodland where the alchemist begins their journey.

  • Abundant with basic food and water sources
  • Contains standard crafting resources such as wood, stone, sticks, and berries
  • A safe and welcoming environment that eases the player into exploration

🌸 Biome 2 — Flower Field

A vast and colorful meadow filled with exotic flora.

  • Home to a wide variety of rare and common plants
  • Many flowers hold unique alchemical properties useful for potion crafting

🌫 Biome 3 — Swamp

A murky and treacherous wetland that tests the player's patience and resourcefulness.

  • Rich in swamp-specific resources: frog, leech, reed, swamp roots, crystals, glowing mushrooms
  • Large patches of muddy bog slow the player's movement, making navigation challenging
  • A dark and oppressive atmosphere signals that the journey is becoming more dangerous

☣ Biome 4 — Poison Wastes (Final Biome)

  • The area is covered with poisonous fog
  • The player must find a hidden key
  • Unlock a chest
  • Receive one of two secret potion recipes

❤️ Survival System

The player must manage:

  • Hunger
  • Thirst
  • Health

If hunger or thirst reaches critical levels:

  • Health begins to decrease
  • The player can die
  • Death results in resource loss

This adds tension and strategic planning to exploration.


🎒 Inventory System

  • Resource collection
  • Quick access slots
  • Drag & Drop mechanics
  • Smart resource usage logic
  • Dynamic UI updates via MVVM bindings

Resources are biome-dependent and required for potion crafting.


📖 Recipe Book

The player starts with 4 basic potion recipes.

Additional recipes:

  • Can be discovered
  • Can be unlocked

Recipes are validated dynamically based on ingredient combinations.


⚗️ Potion Brewing System (Core Feature)

The central mechanic of the game is alchemy brewing.

The player:

  1. Collects resources in different biomes
  2. Opens the cauldron interface
  3. Drags ingredients into the cauldron
  4. If a valid combination is detected — a potion is crafted
  5. If player experiments too aggressively, the cauldron may explode

Each potion has unique effects, such as:

  • Health regeneration
  • Swamp mobility boost
  • Poison fog immunity
  • Survival stat restoration

About

Adventure game about a lone alchemist exploring a mysterious and ever-shifting world.

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