Start by clarifying requirements and assumptions for each part, then design a clean object-oriented model with extensible interfaces. Implement incrementally, ensuring each part is testable and builds on the previous without major refactoring. Discuss trade-offs between simplicity and flexibility, and consider performance implications as complexity grows.
Pro tip: Demonstrate foresight by designing interfaces that anticipate future extensions (e.g., new monster types, abilities) from the start, but avoid over-engineering. This shows you can balance immediate needs with long-term maintainability.
Ask clarifying questions about each part: what entities exist, how combat is resolved, what metrics matter (e.g., turn-based, real-time, damage calculation). State assumptions explicitly to align with the interviewer.
Identify key classes/interfaces (e.g., Monster, Player, CombatEngine, Ability) and their relationships. Use design patterns like Strategy for abilities or Observer for events to keep the system extensible.
Build a minimal working version: two entities with health and attack, simple turn-based loop. Focus on correctness and clean code, with unit tests for core logic.
Incrementally add features (e.g., multiple monsters, special abilities, status effects) by extending abstractions. Refactor only when necessary, and discuss how changes affect design and performance.
Discuss trade-offs (e.g., inheritance vs. composition, performance vs. flexibility) and ensure the solution is testable. Mention edge cases and how you would validate each part.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.