Doggo Quest is small an Angular Interactive Fiction game created by Matt Eland as a teaching exercise to discuss various topics:
- Event Modeling
- Angular
- Material UI
- TypeScript
- Jest
- NgRx
- Compromise-NLP
The game involves you as a small dog that gets loose in its house while its owners are away. The player gets a fixed number of turns to cause as much mayhem as they desire before the owners return. Chaos ensues.
Doggo Quest is not yet hosted online, but will be at a later date.
The game's map is defined as follows:
Image created in Trizbort
I undertook an exercise to use event modeling for game design and the resulting graphic is included below:
Additionally, I represented significant story beats in a puzzle dependency diagram which is included below (Warning: Contains spoilers):
The application is a small one and only composed of a few components. Let's take a look at the mockup and how it maps to individual Angular Components:
The game's components are:
App.Component
- Main container for the applicationHeader.Component
- Contains the game title and high level game information, including the scoreFooter.Component
- Holds the command entry component and the game over componentStoryView.Component
- Contains the game's narrative. New entries will be added to the bottomCommandEntry.Component
- Allows the player to enter in game commands and submit themGameOver.Component
- Shown when the game has ended and allows the user to restart the gamePlayerCommand.Component
- Represents something the player typed into the engine at one point and is now part of the storyStoryText.Component
- An individual paragraph within the game's narrative. Housed inside the StoryView.Component