Game Mechanics: Random Events and Herb Effects

Our game has buying, selling, and traveling — but every playthrough feels the same. Time to add some chaos. In this chapter we&rsquo;ll build two systems: random events that trigger when you travel, and herb consumption with effects that wear off over time. Both follow the same pattern we&rsquo;ve used throughout: build it with tests, keep the logic pure, wire up the UI last. Updating the Player…