Work Post

Jun. 26th, 2021 02:46 am
relee: Picture of Relee Starbreeze, Wizard (Default)
[personal profile] relee
2:47am - Well, it's past my bedtime, and I'm in bed, but I'm thinking, and I want to think here in my journal where it'll be recorded for later.

I know that in my Roguelike project I'm using Actors for the Player character/s, NPCs, Enemies, and even Items and Special Effects. I want them to have different abilities that interact with the environment and other actors, and I want them to know how and when to use those abilities.

Up until now, I had hard coded this in the Actor subclasses Player and GreenEnemy. But when I pivoted the Map system so hard, it collided with the Actor system in a way that the whole thing needs to be redone, and why not redo it right, you know?

Ideally the stats, abilities and AI of the Actors should all be in a seperate file. Something I can easily edit to add or remove or modify abilities. Probably some sort of text file, or json or xml maybe.

These would be loaded into the game at runtime. I'm not sure exactly how to do it though, and that's what I've been thinking about.

The most basic abilities that the actors in the game currently have/need are move and attack. How do I make it work without direct coding?

I'm thinking if I directly code a collection of 'commands' that the text file can reference, I can build features outside of the game.

It's sort of like building a mini language.

3:00am - Anyways it's really late and I need to sleep. I'll have to build on this more next time.

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Relee Squirrel

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