TODO: Add description
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In the current game all the rooms have the same chance of appearing. That means the exit room might show up immediately, leading to a very short and dull game. Make it so certain rooms have a greater probability of showing up than others do.
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Add an extra option at the beginning of the game to allow players to choose the difficulty level. For example, when the player wants the game to be hard, the exit and healing rooms will be difficult to find.
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Implement a feature that changes the probability of the exit room appearing based on how many places the hero has visited. For example, at the beginning of the game the exit room will have no probability of appearing, but after some certain number of rounds, the chances of it appearing increase.
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Implement a scoring system. When the hero survives traps, defeats enemies, or finds treasures, the player’s score will increase. When the player beats the game, the score is saved in a file. The file must contain only the top 10 scores.
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Make it so the hero can store items in his pocket to use later. For example, he can pick up the healing potion in the treasure room and use it later, when he’s lost hit points. Add an option to use the item when listing room actions. It’s good to indicate the maximum number of items the hero can accumulate.
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Improve the battle module by giving the player the option to run away or attack in that round. When the hero is fleeing, he’ll receive one attack from the enemy before making his escape.
If available in Hex, the package can be installed
by adding dungeon_crawl
to your list of dependencies in mix.exs
:
def deps do
[
{:dungeon_crawl, "~> 0.1.0"}
]
end
Documentation can be generated with ExDoc and published on HexDocs. Once published, the docs can be found at https://hexdocs.pm/dungeon_crawl.