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Contributors

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Forkers

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roll-for-reaction's Issues

Remove references to react-rpg

User Story

As a repository maintainer, I'd like artifacts that reference the original repository removed or modified to fit this project, so that this repository becomes a distinct entity from the original.

Acceptance Criteria

  • References to 'react-rpg' removed (i.e. title, description)
  • Dependencies of 'react-rpg' that 'roll for reaction' will not use are removed
  • Branding (i.e. favicon) are updated to use original assets

Notes

Implement WIS - Wisdom

User Story
As a game designer, I'd like a player's wisdom score/modifier to affect the health restored by health potions.

Acceptance Criteria

  • The health restored by potions scales with the wisdom ability modifier

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve
Wisdom does not currently affect any elements of gameplay, but it should.

Describe the solution you'd like
The health restored by health potions should increase with a character's wisdom ability modifier (which itself is affected by the wisdom ability score). The following calculation is proposed:

base_amount + (ability_bonus > 0) ? 2 ^ ability_bonus:0

Use Case
Health potions restore 15 health. Player A has 14 WIS (modifier of +2). Player B has 10 WIS (modifier of +0). Player C has 6 WIS (modifier of -2).

A: 2 > 0 === true, so 15 + 2 ^ 2 = 15 + 4 = 19
B: 0 > 0 === false, so 15 + 0 = 15
C: -2 > 0 === false, so 15 + 0 = 15

Implement CHA - Charisma

User Story
As a game designer, I'd like a player's charisma score/modifier to affect the prices they receive when in the shop.

Acceptance Criteria

  • High charisma modifiers (+1 and above) lower the price of items in the shop
  • Low charisma modifiers (-1 and below) raise the price of items in the shop

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve
Currently the charisma score does not affect any gameplay elements, but it should affect some.

Describe the solution you'd like
Based on the charisma ability modifier (which itself is affected is by ability score), the prices a player should see at the shop should change. In particular, the following equation is proposed:

Buy Price: base_price * (1.0 - ability_bonus / 10)
Sell Price: base_price * (0.5 + ability_bonus / 10)

Use Case
Health potions cost 15 Gold. Player A has 12 CHA (modifier of +1). Player B has 8 CHA (modifier of -1).

A -
Buy: 15 * (1 - 1 / 10) = 15 * 0.9 = 13.5
Sell: 15 * (0.5 + 1 / 10) = 15 * 0.6 = 9

B -
Buy: 15 * (1 - (-1) / 10) = 15 * 1.1 = 16.5
Sell: 15 * (0.5 + (-1) / 10) = 15 * 0.4 = 5

Format stats container

User Story
As a game designer, I'd like to format the stats container, so that the UI presents information clearly.

Acceptance Criteria

  • Left align stat abilities in container
  • Change ability scores to use a mono spaced font

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve

The current stats container is too right aligned in the sideView model and mono spaced font is clearer to read.

Describe the solution you'd like

The ability stats in container are more correctly aligned, either more left or centered and the text font is changed to a mono spaced font.

Immediately equip newly obtained items

User Story

As a player, I'd like to equip a new obtained item without going through the inventory, so that I can spend more time experiencing the combat in the game.

Acceptance Criteria

  • Notification popup of new item obtained contains an equip button to immediately equip it.

Notes
The notification popup only lasts for 3 seconds


Why is this feature needed? Please describe the problem your requested feature wants to solve

Navigation to inventory is time consuming especially if players obtain items back to back.

Describe the solution you'd like

When a player obtains a new item, a notification will appear describing what item the user just obtained with the ability to immediately equip it next to the text.

Align game and stat box

User Story

As a game designer, I'd like to align the game boxes on the sideView model, so that the information presented to players are on the same line and to improve UX.

Acceptance Criteria

  • The game and stat box are aligned in the sideView presenation,

Notes

Add tiers of chests

User Story
As a game designer, I'd like to have different tiers of chests, so that a player has some guarantee of the rarity/type of items that can receive from a given chest.

Acceptance Criteria

  • Gold, silver and bronze chest tiles are added
  • Gold chests only give the player high level items (Steel Armour, Amethyst/Diamond Rings, Dragon's Bane, Lich Bane)
  • Silver chests only give the player low level items (Leather Armour, Steel Sword, Broadsword)
  • Bronze chests only give potions (Health Potion, Great Health Potion)
  • Different tiers of chests are placed at appropriate places in appropriate levels (i.e. higher level chests in later levels)

Notes

These changes are not intended to modify the Gold/EXP given out by chests currently, but that may be an additional AC.


Why is this feature needed? Please describe the problem your requested feature wants to solve
To give the player more guarantees surrounding the items received from chests.

Describe the solution you'd like
At different points in the game, a player encounters differing tiers of chests. Each tier gives out certain items exclusive to that tier.

Notification text

User Story
As someone with OCD, I'd like the text to not overflow, so that it looks nicer.

Acceptance Criteria

  • The text doesn't exceed boundaries in pop-up notifications

Notes
bug2

Run Instructions in Readme

User Story
As a viewer, I'd like to know what the run instructions are, so that if I wanted to run it, I could do so.

Acceptance Criteria

  • The run instructions will be displayed (probably in the readme)

Notes
If there is a better place to put the run instructions, I'm open to suggestions

Implement CON - Constitution

User Story
As a game designer, I'd like a player's constitution to affect their HP.

Acceptance Criteria

  • Player's HP is changed by their constitution ability score/modifier

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve
Constitution score/modifier does not currently affect any gameplay elements, but it should.

Describe the solution you'd like
A player's HP should scale slightly with the constitution modifier. The following calculation is proposed:

base_health + (level - 1) * (ability_bonus >= 0 ? ability_bonus + 1:0)

Use Case
Currently, the starting health of the player is 10. Player A has 14 CON (modifier of +2). Player B has 8 CON (modifier of -1).

A @ Level 1: 10 + (1-1) * 3 = 10
B @ Level 1: 10 + 0 = 10
A @ Level 2: 10 + (2-1) * 3 = 13
B @ Level 2: 10 + 0 = 10

If B raises their CON (through some as-of-yet unknown means) to 14, then the calculation will act as though it has always been the new value.

B @ Level 2 (CON 8): 10 + 0 = 10
B @ Level 3 (CON 14): 10 + (2-1) * 4 = 14

Drag inventory items two ways

User Story
As a user, I'd like to be able to drag the items off as well as on to unequip and equip, so that it is easier to use

Acceptance Criteria

  • items can be equipped by dragging them onto the player
  • items can be unequipped by dragging them off the player

Create template for meeting notes

User Story
As a contributor, I'd like to have a consistent template for meeting minutes, so that when referring to the meeting minutes I can more easily read and understand them.

Acceptance Criteria

  • A template for meeting notes can be seen in the wiki
  • The template is applied to meetings that have occurred thus far in the project

Notes
Some basic minutes currently exist in the wiki.

Generate ability scores using point-based allocation

User Story
As a player, I'd like to be able to determine my ability score by using point-based allocation so that I can have a high degree of control over the statistics of my character.

Acceptance Criteria

  • Dialog for allocating points to ability scores added after Instructions screen
  • System for randomly generating points in pool, and displaying this number to the user
  • UI for this new interface designed in accordance with theme of current UI
  • Points can be taken from the pool and added to each ability score
  • Ability scores can be reduced below their starting default value in order to bump up other scores

Notes

Blocked by #29


Why is this feature needed? Please describe the problem your requested feature wants to solve

The user currently has no control the ability scores for their character.

Describe the solution you'd like

The user can allocate points from a pool to each of the six ability scores as they see fit. Each ability score starts with a default value of 8. An amount of points - called a 'pool' - is randomly generated. A player can then allocate these points to each of their ability scores in whatever manner they choose. An ability score cannot be raised above 20 at this point. Likewise, it cannot go below 0. If a player desires, they may reduce one ability score to add more points to the pool.

Simple Use Case

The player begins the game. They select Story Mode, then press Enter the dungeon and are presented with the Game Controls. After this screen, they are presented with something resembling this mockup:

PointAllocationMockup

Each score cannot go below 0, or above 20. The right-facing arrows increase the score, subtracting from the available points. The left-facing arrows decrease the score, adding to the available points. A player, if they really wanted to for the sake of a challenge or otherwise, does not need to use all the available points. Although it might be nonsensical, it should be perfectly valid for them to set all the values to 0 and start the game.

Define code style

User Story
As a software developer, I'd like to follow a set of code style guidelines, so that code is consistent and readable.

Acceptance Criteria

  • Decision on Javascript code style
  • ESLint configured
  • Prettier configured

Notes

Create a document describing vision for game design

User Story
As a game designed, I'd like to have a document outlining the vision for the project, so that going forward contributors may have a better idea of what needs to be implemented.

Acceptance Criteria

  • A document describing the design vision for the project

Notes

The document need not be perfect, or final.

Write a basic story for the game to follow

User Story
As a game designer, I'd like to have a basic story for the game to follow, so that the user feels justified in their actions playing their game.

Acceptance Criteria

  • A simple story with a definitive end goal is written

Notes

  • The story should be no longer than 1000 words

Host game using GitHub Pages

User Story
As a QA tester, I'd like to be able to access the game online, so that it can be tested, played and enjoyed more easily.

Acceptance Criteria

  • Game is hosted and playable at matteas.nz/roll-for-reaction

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve

I don't like the requirement to build the code from source simply to play/test the game.

Describe the solution you'd like

I want our version of the game to be playable online, in a similar manner to the original.

Update README with project overview

User Story
As a contributor, I'd like to have a README which gives a comprehensive overview of the project, so that those who look at the repository have a good understanding of its purpose and what if offers.

Acceptance Criteria

  • README is updated with relevant information

Notes

Add CI/CD to project

User Story

As a maintainer, I'd like to setup CI/CD, so that changes on master are immediately reflected in the deployed version on matteas.nz/roll-for-reaction.

Acceptance Criteria

  • When changes are committed to master, a script builds the branch and deploys to GitHub pages

Notes

CircleCI might be useful.

Error message when buying without gold [Low Priority]

Bug Summary
When you try buy something you don't have enough gold for, there is no error message

Test Case(s)
Try buying an item without the required gold


Expected behavior
An error message should pop up saying you don't have enough money

Observed Behaviour
It asks if you're sure you want to buy it, but doesn't give it to you when you say yes

Steps To Reproduce

  1. Go to the shop on Level 3
  2. Buy something you don't have enough money for

Environment

  • Version: Latest commit b1df136
  • OS: Windows
  • Browser: Microsoft Windows

Screenshots
bug3

Move useful documentation into wiki

User Story

As a repository maintainer, I'd like documentation to be centralised for easy reference.

Acceptance Criteria

  • Contents of the docs folder are removed
  • The useful information from the docs folder can be found under appropriate pages in the wiki

Notes
Not all documentation currently contained within docs is considered useful, and so will likely be deleted without replacement. In particular, the following files are not relevant to how this repository is managed and organised:
CONTRIBUTING.md
ROADMAP.md
DEPENDENCIES.md

Add mana pool for spells

User Story

As a game designer, I'd like to add a mana pool for players, so that combat can be expanded upon in the game and spells can be implemented.

Acceptance Criteria

  • A mana pool is displayed in the UI under the health or experience bar.
  • The mana pool functions similar to the health and experience where it displays in text the current out of total mana available and the container adjust to the current percentage of mana left.

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve

Currently, the game can only handles face to face combat which makes combat too simplistic.

Describe the solution you'd like

A container similar to the health and experience is displayed in the UI under the health and experience bar for mana.

Change pre-existing favicon

User Story
As a website designer, I'd like to have a new favicon, so that Roll for Reaction can distinguish itself from the original forked project.

Acceptance Criteria

  • New favicon is added
  • Uses similar imagery to #10

Notes

Update license to prohibit closed source derivatives

User Story
As a repository owner, I'd like to have a license that prohibits creating closed source copies of the repository, so that others may not profit off of the work done on this project.

Acceptance Criteria

  • License changed to prohibit closed source derivatives

Notes

Choose Ability Modifiers appears on all story dialogues [MediumPriority]

Bug Summary
Whenever a story dialogue appears, the adjust ability modifiers page appears after

Test Case(s)
Travel up to floor 3 with the shop on it and it appears


Expected behavior
It should only appear once at the start of the game

Observed Behaviour
It happens after each story dialogue

Steps To Reproduce

  1. Start the game
  2. Make your way to floor 3 with the shop
  3. Upon reaching that floor, the story dialogue will appear, followed by th option to change your ability modifier

Environment

  • Version: Latest commit 4833bb8
  • OS: Windos
  • Browser: Microsoft Edge

Screenshots

bug5
bug6

Remove unncessary configuration files

User Story
As a software developer, I'd like to minimise dependencies, so that the layout of the project is cleaner and more organised.

Acceptance Criteria

  • Remove dependency on nvm
  • Remove build files for AWS
  • Remove references to react-rewired

Notes

Choose class and race

User Story
As a gamer, I'd like to be able to choose a race and class, so that I have more choice in this rpg.

Acceptance Criteria

  • User can choose their race
  • User can choose their class

Notes

Linked to character name creation issue #45


Why is this feature needed? Please describe the problem your requested feature wants to solve
Roll for Reaction does not have enough rpg elements.

Describe the solution you'd like
Planned race choices:

  • Human
  • Elf
  • Dwarf

Planned class choices:

  • Warrior
  • Wizard
  • Ranger

Stop new item notification blocking inventory management

User Story
As a player, I'd like to be able to equip an item as soon as I receive it.

Acceptance Criteria

  • New item notification does not prevent player from opening inventory and equipping item

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve
I'm always frustrated when I receive an item but I have to wait for the notification to go away before I can equip it.

Describe the solution you'd like
Either the notification shows up somewhere else, or there's an alternative way of opening the inventory screen.

Centered Chest [Low Priority]

User Story
As someone with OCD, I'd like a chest to be centered, so that it looks nicer.

Acceptance Criteria

  • The chest is centered

Notes
bug4

Allow user to see HP/EXP values

User Story
As a player, I'd like to see my exact health and EXP, so that I don't have to guess when using health potions.

Acceptance Criteria

  • Current and max health visible on health bar
  • Current and max experience on EXP bar

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve
I'm never too sure exactly how much health/experience I have when playing.

Describe the solution you'd like
There is accurate and precise numerical representation of current and max health/experience.

Add all-contributors to the project

User Story
As a repository maintainer, I'd like to add the all-contributors bot, so that contributors to the project are properly recognised.

Acceptance Criteria

  • All-contributors bot is setup and working
  • Contributors are visible in README

Notes

https://allcontributors.org/docs/en/bot/overview


Why is this feature needed? Please describe the problem your requested feature wants to solve
The repository this project was forked from used all-contributors, but was removed from this project.

Describe the solution you'd like
To re-instate the all-contributors section of the README.

Add more information to README.md

User Story

As a repository maintainer, I'd like to have a well-written README which accurately describes the project and fairly credits contributors, so that visitors to the repository can better understand the aims and efforts of the project.

Acceptance Criteria

  • The README contains all relevant information pertaining to the project
  • The README contains the full list of planned features
  • The README lists all contributors of the project

Notes

  • The README needs to be updated separately for the gh-pages branch.
  • This is possibly a duplicate of #5

Missing chest content on level up

Bug Summary

Leveling up from experience gained from opening a chest doesn't show the contents of the chest of an item is also acquired.

Test Case(s)


Expected behavior

Users are informed of item obtained from chests.

Observed Behaviour

Users aren't notified if an item is obtained from a chest when leveling up at the same time.

Steps To Reproduce

  1. Have enough experience to level up when opening the next chest
  2. Ensure opening a chest will always contain an item

Environment

  • Version: 1.1.0
  • OS: Windows
  • Browser: Chrome

Code Examples

Stack Trace

Screenshots

Error Report


Additional context

Stop Stats Bar Flashing on Every Ability Score Dialog Change

User Story
As a gamer, it is slightly annoying that the stats bar flashes every time I decrement or increment an ability score in the dialog at the beginning of the game.

Acceptance Criteria

  • Stats bar no longer flashes on every update

Why is this feature needed? Please describe the problem your requested feature wants to solve
This is not a needed feature, but it is a nuisance to see the flash every update.

Describe the solution you'd like
The stats bar should, at most, only update once I have pressed the confirm button in the dialog.

Character name

User Story
As a user, I'd like to be able to name my character, so that it is more personalised

Acceptance Criteria

  • The user is able to input their character's name at the begining
  • Any story parts will have the character's name displayed instead of 'the hero' or 'you', etc.

Notes
Otional: have the name displayed in the info area (with the levels and character stats)


Why is this feature needed? Please describe the problem your requested feature wants to solve
The character has no name

Describe the solution you'd like
For the user to be able to choose (input) the character's name when starting a playthrough

Remove irrelevant app download pop-up

User Story
As a developer, I'd like to remove the pop-up for downloading the react-rpg app, so that it doesn't annoy users.

Acceptance Criteria

  • The pop-up is removed

Notes

Change from percentage to absolute value on HP potions

User Story

As a player, I'd like to see the exact amount a health potion heals, so that I can use them more effectively in gameplay.

Acceptance Criteria

  • Health potions display the absolute amount of HP they heal for

Notes

  • Related to #14

Why is this feature needed? Please describe the problem your requested feature wants to solve
I want to know how much my potion heals for in exact amounts.

Describe the solution you'd like
Health potions display the exact amount they heal for.

Edit key mapping

User Story
As a user, I'd like to be the key for attack to be different to continue, so that I don't accidentally skip the notifications.

Acceptance Criteria

  • The attack key will either be permanently mapped to, or have a setting of being mapped to, a different key than continue

Create Issue and Pull Request Templates

As a software engineer, I'd like to have defined templates for issues and pull requests so that there is consistency across the repository.

Acceptance Criteria

  • Template created for issues
  • Template created for pull requests

Items should not disappear when player has a full inventory

User Story
As a player, I'd like to keep all items I encounter, so that I may have full control over what I do with said items.

Acceptance Criteria

  • Items are not lost when found in a chest but the player has a full inventory

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve
I'm always frustrated when I find an item in a chest but my inventory is full and that item is lost forever.

Describe the solution you'd like
I'd like to be able to come collect an item later if I can't fit it in my inventory at the time I find it.

Costumes

User Story
As a gamer, I'd like to be able to change my appearance, so that my character is more personalised

Acceptance Criteria

  • Have different costumes for the main character
  • Want to be able to select these at the begining or throughout the game

Notes

Costumes could just be colour changes from the orginal sprite


Why is this feature needed? Please describe the problem your requested feature wants to solve
Character always looks the same

Describe the solution you'd like
User has a choice of character looks

Item from chest lost on third interaction [Medium Priority]

Bug Summary
When a player attempts to access the item from a chest for a third time (after not picking it up the first two times), the item is missing.

Test Case(s)
N/A


Expected behavior
Regardless of how many times a player opens a chest, an item drop from a chest should be available if the player has not yet picked it up.

Observed Behaviour
If a player does not pick up an item from a chest after declining it once, that item is then lost forever.

Steps To Reproduce

  1. For ease of testing, set all chests to have a 100% chance of dropping an item
  2. Open a chest
  3. Do not pick up the item
  4. Open the chest a second time
  5. Do not pick up the item
  6. Open the chest a third time
  7. The item is no longer available

Environment

  • Version: cc9f4f6
  • OS: Arch Linux
  • Browser: Firefox

Code Examples
N/A

Stack Trace
N/A

Screenshots

ChestBug

Error Report

N/A


Additional context
Discovered while working on a branch for #64

Move utility functions out of src/config/constants into src/utils

User Story
As a software programmer, I think following convention is a good idea. Currently there are two functions inside the constants file, which really should go in the utils folder as separate files.

Acceptance Criteria

  • The function chestName is moved into a file inside the utils folder (and renamed getChestName to fit with naming conventions)
  • The function spriteToCoordinates is moved into a file inside the utils folder

Why is this feature needed? Please describe the problem your requested feature wants to solve
I'm always frustrated when a programmer doesn't follow the convention of the codebase, and I think we should be following it.

Describe the solution you'd like
This is discussed in the acceptance criteria.

Link player chosen stat abilities to display in stat box UI

User Story

As a game designer I'd like to display the the ability scores players initially select, so that players have more customization over their own character builds.

Acceptance Criteria

  • All 6 ability scores are correctly displayed in the stat box
  • Modifiers displayed based on stats is correct as well

Notes


Why is this feature needed? Please describe the problem your requested feature wants to solve

The game currently only supports two ability types, ATK and DEF. The ability dialog page allows players to customize their character by investing skill points into their abilities which needed to be displayed back to the player in the stats box. The ability scores and their modifiers heavily affect the game play so they should accurately displayed to the player.

Describe the solution you'd like

Initialized ability scores and future changes to their values are displayed correctly in the stats box.
Change the current hard coded values with data from the ability dialog

Blocked by #70

Update privacy policy

User Story
As a repository maintainer, I'd like for the privacy policy to accurately reflect the data usage of the project, so that users are properly informed about how their data is used.

Acceptance Criteria

  • The privacy policy is relevant to this project and uses its name (Roll For Reaction, not React RPG)
  • The privacy policy has undergone review, and any statements not relevant to Roll For Reaction have been removed

Notes

Connect Stats to Ability Scores

User Story
As a gamer, I would like the stats displayed to me to accurately reflect the values I chose using the Ability dialog.

Acceptance Criteria

  • The values I chose from the dialog at the beginning of the game should be displayed in the stats on screen
  • The modifier's displayed should be accurate based on these stats as well

Why is this feature needed? Please describe the problem your requested feature wants to solve
This is needed because our project relies heavily on these ability scores and their modifiers. Therefore we should be displaying these accurately to the user so that they can rely on them when traversing the dungeon.

Describe the solution you'd like
These ability scores are populated with the ability dialog at the start of the game, so the data exists. We also already have the ability to display these values, however that's currently with hard coded values. We just need to change these hard coded values to be taken instead from the data generated by the dialog.

Blocked by #47

Implement DnD ability scores/modifiers

User Story
As a designer, I'd like to implement the ability scores from Dungeons and Dragons, so that the game realises its vision as described in VISION.md.

Acceptance Criteria

  • ATK and DEF stats removed
  • Ability scores implemented
  • Ability modifiers implemented
  • UI adjusted accordingly

Notes

Refer to VISION.md for details on ability scores and modifiers.

To calculate ability modifier: AM = floor((AS - 10) / 2)

Prototype:

RollForReactionUIBar


Why is this feature needed? Please describe the problem your requested feature wants to solve
This feature is required as per the table on the README.

Describe the solution you'd like
I would like all of the ability scores (STR, CON, INT, WIS, CHR, DEX) implemented for the player character and represented appropriately on the UI.

Chest opening popup [Low Priority]

Bug Summary

Popup when opening chests is not consistent, sometimes information about gold, experience and item is obtained is displayed correctly and others incorrectly.

Test Case(s)


Expected behavior

Every chest opened should create a popup that displays gold and experience earned at the item acquired is present in the chest.

Observed Behaviour

  1. Popups have inadvertently changed when player inventory isn't full.
  2. Notification at the bottom of the screen indicate an item was obtained but no item is mentioned in popup.
  3. Cases where some chest with item drops have a popup appear while other item drops have no popup appear.
  4. Some chest are empty and produce a blank popup.

Steps To Reproduce

  1. Opening chests consecutively when inventory isn't full
  2. Opening chests consecutively when inventory is full

Environment

  • Version: 1.1.0
  • OS: Windows 10
  • Browser: Chrome

Code Examples

Stack Trace

Screenshots

Error Report


Additional context

Create a logo to identify the project

User Story

As a repository maintainer, I'd like to have a logo that uniquely identifies our project, so that the project may have branding which separates it from the repository it was originally forked from.

Acceptance Criteria

  • The logo is either an SVG, or a PNG with a resolution equal to or greater than 1000x1000px
  • The logo accurately reflects the vision of the game

Notes

Add Beautiful Logo to README

User Story
As a User, I would like to see the logo that exists for the project to be displayed in the README for the project.

Acceptance Criteria

  • Add the logo to the README

Why is this feature needed? Please describe the problem your requested feature wants to solve
We have a beautiful logo, and it would be pointless if we don't use it somewhere. Adding it to the README would be a good start.

Describe the solution you'd like
Add a section to the README that displays the beautiful logo we have.

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