Shiny Rock Hunter – C# RPG – 26 August 2014 update

I’ve made some significant changes to the Shiny Rock Hunter game over the last few weeks.

The biggest change is switching from a Windows Form UI to a XAML UI. Windows Form apps are a bit outdated, and XAML is “the way of the future”, so I figured it’s best to switch over now.

The latest version has these new features:

  • Ability to select the screen size from a list of the common dimensions
  • Ability to use WASD and the four arrow keys to “move” in the game. This happens in the KeyPressManager class, which will also allow us to have users re-bind actions to their preferred keys in the future.
  • The UI displays the inventory and quest lists.

XAML is a bit weird. It makes some things simpler (like most binding and updating from the game objects). However, it also makes some things much more difficult, or, at least to me, “non-obvious”. Hopefully, as I work with it more, it will become easier.

Here’s what the current screen looks like:

GameScreen_Now

This is what I have planned for the future look (overhead, 2D, non-animated graphics). When things progress a bit more, I’ll have better graphics done. But the idea will be for it to keep the cartoony look.

GameScreen_Future

I’ll be busy this week with some (live, in-person) classes I’m creating for software teams who want to learn how to improve their development process with Agile/Lean programming. But I should be able to get in a little time on the game. I’ll concentrate on adding monsters to a few locations, adding their loot, the ability for the player to fight the monsters, and [maybe] a simple quest or two.

Get the source code

As always, you can get the full source code (under an MIT license) here: https://github.com/ScottLilly/ShinyRockHunter