justindujardin / angular-rpg Goto Github PK
View Code? Open in Web Editor NEWRPG game built with Typescript, Angular, Immutable.js, ngrx/store, and rxjs
Home Page: https://angular-rpg.netlify.app/
License: MIT License
RPG game built with Typescript, Angular, Immutable.js, ngrx/store, and rxjs
Home Page: https://angular-rpg.netlify.app/
License: MIT License
[x] bug report
[ ] feature request
Seems like the game state is initialized from some spreadsheet, and the initial state read from this spreadsheet contains only 5 fixed encounters: sewer-kobolds, sewer-kobolds-elite, world-plains-snakes, fortress-guard, fortress-wizard.
However, the map contains additional encounters, such as goblinArchers
. Since they don't appear in the game state, you get an exception in the console when you go to the relevant map square.
[x] bug report
[ ] feature request
Ship should stay in the same place after an encounter. However, if you are sailing and have an encounter while in the sea, the ship position will reset after the encounter, and you will be left stuck in the middle of the sea.
The Travis build is failing with the new build tooling from angular2-webpack-starter. It's probably something simple but I haven't bothered with it. Fix the build.
I can come back and add more detail to this issue later when I'm looking at this again, but I'll start with a basic description for now.
On both mobile and desktop, after I played through the first world or whatever it's called, I got to the big building and no monsters appeared and the boss at the end of the red carpet just stood there and ignored me. In the console on desktop it often says "can't read interaction id of undefined" or something along those lines. I can't open the chest in the lower-right room either.
If this repo upgrades to Angular 14, I would like to make a YouTube series where I refactor the state management into a more reactive pattern than standard NgRx, and then from that to StateAdapt. I might open a PR to compare, then close it.
If nobody else has the bandwidth, I might do this. But I'm not familiar with this codebase.
I am interested in giving a go at adding the functionality myself. What do you think the complexity of the task would be? I have only recently discovered this project and am still quite lost (mainly just playing it, it's a pretty good game!).
My current understanding is that it shouldn't be too hard to add the feature - saving is already there, just trigger it after a combat ends.
Further improvement could be adding some kind of settings checkbox to turn it on or off. I know some people wouldn't like the feature.
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