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CS 467 Final Project
We need 2 features per room. This should be a quick fix. We can just add an information feature to it.
We have to correctly save the monster status when the game is saved. It must load correctly too.
When entering a room we display the items, feature, monsters and their descriptions. My vote is to only display the name of the item/feature/monster so we don't give too much away to the user.
We need to be able to "use" (or a different action verb) any item in inventory.
Exits from a room must be described in both the short-form and long-form descriptions, and should include a direction. For example: "There is a dank-smelling staircase, descending into the dark, at the end of the hall on the north wall", or "I can see clouds to the east and west that I think I can jump to from here".
Things we can delete:
Add to this list as you see fit.
Need to update the Monster class to have a defeated status. Then use that defeated status to determine whether or not the monster should attack.
I think it would be good if went through and made sure everything printed out nicely. In some places we use tab indents in others we don't. Being consistent will make the project look better.
You should include aliases for common verbs. For example allow "grab" and "pick up" to do the same thing as "take" (but you still must implement "take").
Right now the barrel room is unlocked by default. I think it would be good to have it locked by default and require the user to "stand on" the chair and then "turn on" the switch to open the door.
loadgame :: confirms with the user that this really is desired, then loads the game state from the file.
Your game must support an action vocabulary space (verbs) of at least ten primary actions (hit, pull, go, eat, etc.). These verbs must allow interaction with each feature in each room (a generic "you can't eat that" type of message is OK to use with some verbs).
Some verbs must cause the player to move between rooms.
If you die from a monster you should be returned to the main menu.
We have a lot of lanterns throughout the game and most don't do anything. We need to change some up. All rooms have to have 2 features so some of these we will have to edit to be other features.
At the moment typing "quit" does not work. We need "quit" to safely return the user to their command prompt.
Right now if a player does: "use chair" then saves the game, then quits, then loads the game back up, the chair item will not be marked as interacted with. We need to save weather a feature has been used or not.
When trying to run program on the flip server. I receive this error:
SyntaxError: Non-ASCII character '\xe2' in file /nfs/stak/students/b/beatoj/CS_467/8.10.17/8.10/companionText.py on line 54, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details
We need a nice intro with a basic game outline for the player. Also need a conclusion.
It looks messy and it is pretty obvious what each item does.
There must be at least 8 objects that you can acquire to your player inventory that have an effect on the game (e.g. a lamp that allows you to proceed safely down a dark corridor, a key that unlocks a car trunk, etc.).
loadgame :: confirms with the user that this really is desired, then loads the game state from the file
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