Nano Inventory and Deck UI Ready

Slapped away at the keyboard today and got the inventory and deck editing features put in, it looks pretty nice actually. I hope I can get someone to do a code review of it sometime, as I’m sure there are some more efficient ways to achieve what I’ve made. No matter, it works and that’s good enough for me.

An inventory system isn’t terribly exciting but now that it’s out of the way the fun part can begin, combat! Well, before there can be combat, there has to be something to combat against, so the next things to implement are Enemies.

To start, only a few simple, punching bag type enemies will be added so that the work on the player’s side of combat can begin. The player will start combat by shuffling their deck, then drawing a hand of cards from it. After that combat is turn based and after the player chooses a card to play, the enemy will perform its attack, then back to the player. Attacking back and forth will continue until someone dies, then a reward will be given to the player… as long as the player isn’t the one who died.

That’s the super high level overview of how combat will work. For me, the implementation of the player’s side of combat will probably go something like this:

  1. Add Enemies
  2. Create combat UI
  3. Add ability to draw cards from player’s deck at random and add to player’s hand
  4. Display cards in hand to player in combat UI
  5. Add ability for player to select a card to play, removing the card from their hand and drawing a new card

You’ll notice that having the cards do anything is not on that TODO list. That’ll come after all those basic things are in place, this is still just UI and basic functionality we’re talking about here.


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