Built for the Software Development 3 coursework. Given a fairly vague brief, I expanded it into a proper little space game: the player pilots a ship around the local solar system, fighting other ships that land on the same square and trading with planets for resources.
Each planet and ship has its own inventory, name, class, and attack/defence values. Military planets grant a defence bonus while garrisoned; forge worlds produce ore that civilian planets demand; and peaceful civilian ships roam the system to trade with.
The point of the exercise was to demonstrate software design patterns - I used the factory, singleton, decorator, command and strategy patterns - plus a rudimentary multithreaded approach to NPC and inventory management.


