One of the biggest challenges of this project is trying to create a flexible system that can understand the English language. How do I get the computer to understand that certain words relate to certain actions and objects when there are so many possible configurations of words to use?
In this lesson we will start by creating a class to manage the connection to our database. Then we will create a few models to represent the data we want to work with. Once all of that is in place, we will finish by creating a short demo that will allow us to grab an entity by typing its ID. The demo will then tell us information about our entity such as its label and the kinds and counts of the components it contains.
In this post we will begin the first real step of the project as we create the game screen – this will consist of a simple text field for user input and a scrollable text view showing the history of messages throughout the game. I will go in-depth on the description of code for the view controller as well as the manager object that records the message history. When we complete this lesson, you should be able to type messages into the text field and see them get appended to the log of messages in the text view.
I have recently needed to learn Swift at work, so I decided to come up with a new game project to help inspire me. Since I am not using Unity, I wanted something light on art and I decided to look at old text based adventure games, like Zork, and found that it actually held quite a few interesting challenges. Simultaneously I have been intrigued by an architecture pattern called Entity Component System (ECS) which I have really wanted to dabble with for awhile now. Although I am new to both Swift and the ECS pattern, I feel that the results are worth sharing!