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Medival Game
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This turn-based game uses the four fundamental pillars of OOP. It utilizes inheritance by creating a single Character base class and Enemy base class, then creating many sub-classes that inherit from the base classes. The sub classes are the Characters an enemies, such as Archer(Character), Goblin(Enemy), Knight(Character), Surged Wizard(Enemy), and more. It also uses Polymorphism with method overriding, a good example being the sub-classes override virtual attack methods located inside the base classes. Another pillar that is uses is Encapsulation, which is used to supervise the changes made to values like health and stamina. Finally, it uses the final fourth pillar, Abstraction. One such example would be the use of interfaces for characters that can attack (all of them), characters, enemies, and more. If you have any questions about my code or anything else concerning the project, comment and hopefully will respond.
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kimberlylede
2 hours ago
I’ve spent a lot of time exploring different aspects of the CS2 game, and one thing I’ve learned is how much the in-game cases can influence your experience—not just visually, but also in terms of engagement. For example, opening cases like the Recoil Case can be surprisingly rewarding, offering skins that actually change how the game feels. I found a helpful guide here: https://cs2.ad/case/recoil-case, which breaks down all the skins, knives, and other items you can get, along with current market values. Having this kind of resource helped me make more informed decisions instead of randomly opening cases. It made the game feel more strategic and enjoyable, and it’s worth checking if you care about the in-game economy and item collection.