This is a simple RNG clicker. Originally a "narrative" game, jammed in 48 hours, I've excised the core gameplay package for this release. It has a datastore-backed inventory, unboxing logic, and animated UI. It's programmed with the Nevermore ecosystem. I feel it's very good, I hope this OSS release aids you in learning/utilising it!
Nevermore utilises packages, so projects are often written to allow an unknown quantity of modules to "negotiate" a central state. You can see where my ommitted story package hooked in, by use of "decoupling" patterns (namely Signal
and StateStack
). They add complexity, so I don't recommend introducing them unless necessary. As an exercise, you could try refactoring services in this project to manage state with private ValueObject
s.
The UI is not tied to gameplay code, allowing iteration and testing via Hoarcekat stories. Exploring MVC in the context of Nevermore may help you architect this.
There's some boilerplate involved in writing Nevermore modules. Snippets for services, BaseObject
s, Binder
s, etc. are helpful. You can install this Roblox LSP plugin to gain intellisense from string requires.
npm i
rojo serve
Minimal setup required; sync Rojo into a blank baseplate, publish, and enable "in-Studio API access".
This project is intended as a learning resource, hence its restrictive AGPL V3 license.