Python — Solo
Inner Wilds
- Situation
- COMP 1510's term project required a text-based Single User Dungeon with a 10×10+ world, encounters, a final goal, and proper decomposition — all in the Python standard library. The brief was open-ended enough that the real constraint was taste.
- Task
- Design and build a complete, playable game from scratch: a coherent world, a looping narrative that actually warranted the loop mechanic, a full-screen ASCII UI with a HUD, and enough encounter variety to stay interesting. Do it well enough that you'd want to play it yourself.
- Action
- Structured the entire codebase as a package — maps, encounters, state, visuals, and flavour text each in their own modules. Designed a time-loop mechanic where per-loop stats reset but progression flags persist, creating genuine stakes without frustrating resets. Built a full-screen ASCII renderer compositing a live map, legend, and status panel side by side. Wrote seven distinct encounter scenarios for the asteroid belt alone, each with its own ASCII art and timed input, then layered a ship malfunction minigame and a deep-system stillness challenge on top. Capped it with an interactive ring-alignment puzzle at the Observatory.
- Result
- A complete, polished game I'm genuinely proud of — real atmosphere, a satisfying loop structure, and a codebase clean enough that extending it still feels good. Most importantly, it taught me that a constrained interface is a design problem, not a limitation: every moment of the UI is intentional.