Let’s make an Elemental Type System in Haskell – Part I

Let’s make an Elemental Type System in Haskell – Part I

From the post:

recently I falled in love (again) with Haskell, and I’ve decided to start a simple toy project just to stretch my Haskell muscles fibers.

Meanwhile, I’ve started Final Fantasy VII again, so I thought to realize a simple Elemental Type System. I dunno how much this project will be complex, but a lot of fun awaits.

By post three (3) the author changes the name to …Elemental Battle System….

Same series.

To put a topic map cast (shadow?) on this adventure think about the creatures, places, events and players as all having identities. Identities that we want to manage in a topic map. Their properties change during the game. So we need to update the topic map, but how often? Does a player “identity” change if they die?

Perhaps not from a system perspective but what about in the game? Or in the view of other players? Assume those differing “views” are also subjects that we want to represent. How do we manage game subjects as they move in and out of those “views?”


Other posts in this series are:

Let’s make an Elemental Type System in Haskell – Part II
Let’s make an Elemental Battle System in Haskell – Part III
Players are coming next.

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