-
Notifications
You must be signed in to change notification settings - Fork 7
Expand file tree
/
Copy pathDesign Planning.txt
More file actions
98 lines (80 loc) · 2.76 KB
/
Design Planning.txt
File metadata and controls
98 lines (80 loc) · 2.76 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
Design Notes for Refactoring for Next Version
Things I need to learn:
Subclassing & Super
Game Needs To:
1. Save State
Use Database:
Check if Database is empty.
if empty: Write Defaults to Database
Method 1: Maybe pull defaults from text file
Method 2: Hardcode into program (probly better)
Initialize Pet by reading in from Database
Write To Database upon close() command
2. Be based on Real Time:
Time Module
see time.py
Checks Last Time Played
Allows for long time lapses
Only kills pet if excessively long
Otherwise, leaves Pet in a very bad state
Checks Pet Age
Encourages Player by celebrating certain Time & Age Milestones
Months, Birthday, etc
Pet Eventually Dies
Tracks Hours & AM/PM
Hours also calculate time since last action
If you haven't action'd in certain time, game may give helpful hints
3. Game Hints:
Game will give specific hints if player isn't doing well
"Maybe you should feed your cat"
"You haven't played in a while"
"Talking's probly not gonna help here"
4. Action & Animal State Messages:
Per Animal - Least Redundancy Possible
Consider using a dictionary or list
Generators or List Comprehensions
5. Text Coloring:
Colorama - Other libraries are OS dependent or impractical
for ones requiring escape codes, I could just store globals
Color Needs to be able to be turned On & Off
6. Player Action Functions:
Code in least redundant way
Either via Parent Class functions
Or via animal functions if necessary
The goal is to have functions be independent of Pet Type
And then to have Messages be per Pet Type
7. Intro Screen:
Welcomes player
Gets Animal Type, & Name
Pet_Name says Hello
8. Menu for Player Actions:
Pet
Play
Ignore
Throw
Talk
Give Up (Player abandons Pet & Loses)
Quit (Game Saves State - you can come back later)
9. Game Loop
10. Game Over Function
Possibly Beyond Scope:
Introduce Pet Friends, or an owner??
List of Player Actions:
Feed
Pet
Play
Ignore
Throw
Talk
Database should store:
hungry
starved
bored
upset
violent
sleepy
awake/asleep
weight
age
photo (ASCII)
Counters for each stat