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Liam D.
Liam D.

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Project Spotlight: Building an OOP RPG Game Grid

Introduction

For my latest project, I wanted to challenge myself with something more ambitious: creating a grid-based RPG game that leverages object-oriented programming (OOP) principles. This project tested my ability to design, plan, and implement a modular and extensible system, showcasing not just technical skills but also the problem-solving process behind the scenes.

The Concept: Building an RPG Game Grid

The idea was to simulate a playable RPG game where players explore a dynamic grid, encounter enemies, collect items, and navigate toward a final goal. At its core, the grid is represented as a 2D array, but the functionality is driven by the interaction of OOP classes.

Every object in the game, whether a player, enemy, or item, is designed to work together seamlessly. I used inquirer to create an interactive CLI experience, giving the game a simple yet engaging interface.

Challenges and Breakthroughs

The journey from concept to implementation wasn’t straightforward, and most of the difficulty came from planning and structuring the system. Here are some of the challenges I faced and the solutions I discovered:

Planning and Class Structure

One of the key learning moments was designing classes that could extend functionality without redundancy. For instance, a base GridObject class provided shared methods, while PlayerObject, EnemyObject, and ItemObject extended and customized that functionality.

Grid Management

Instead of treating the grid as a standalone variable, I incorporated it as a property of the Grid class. This encapsulated logic like generating and updating the grid, keeping the structure clean and manageable.

Randomized Events

Designing random but balanced outcomes for player actions required careful consideration. I developed an eventSpawner method to control probabilities, ensuring the experience was unpredictable but fair.

Balancing Complexity

Building a turn-based combat system introduced a new layer of challenge, especially in balancing stats like attack, defense, and HP to make encounters engaging and strategic.

Key Features

Object-Oriented Design:
Classes allow the game to be modular and extensible. Adding new objects or mechanics can be done with minimal changes to the core structure.

Dynamic Gameplay:

Encounters, whether combat or item discovery, are randomized for replayability. Players can navigate the grid interactively via CLI, mimicking classic text-based games.

Scalability:

The modular design opens doors for future features, like obstacles, special tiles, or even expanding to a multi-layered grid using a 3D array.

Reflection: Lessons Learned

This project pushed me to think critically about how to translate abstract ideas into functional code. Much of the satisfaction came not just from solving technical problems but also from seeing the game take shape, step by step.

When approaching how to make the grid look a little... "pretty?" I opted for the choice of using emojis, however, found out that most don't even work for me on my terminal and would require me to download a terminal font. So... I said "nah, I'd win' and just used a few of the very limiting amount I can use. Unless something really forces me to use a different font, I prefer the default over the most popular ones.

One of the biggest lessons was the value of planning. Spending time upfront to map out the relationships between classes and methods paid off in the long run, making the implementation phase much smoother. This experience reinforced how much I’ve grown as a developer, especially in tackling complex problems independently.

Looking Ahead

As I move forward, I plan to revisit front-end development, particularly the DOM and React, to strengthen my skills in building interactive user interfaces. At the same time, I’m excited to continue exploring back-end development, especially API design and logic, which I find most rewarding.

Each project helps refine my understanding, not just of code, but of how to approach challenges creatively and methodically. I’m looking forward to building on these skills and seeing where they take me next.

You can find my project here
https://github.com/liamdewitt/adventure-rpg-game

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