5:30pm - Man I slept late today. Had a bad 'morning' too. I wanted to clean myself up and take some photos again so I could update my LinkedIn and other things that want a photo, but I just didn't have it in me.
Instead, I've come out to the McDonalds. Partly to get some McDonalds comfort food, and partly to work on my projects.
5:39pm - Okay first part done; I updated my friend Alex's website CSS. We'll see how he likes it later.
Next up I can either work on my Roguelike Game or sharpen my Java Skills more in preparation for job application. I'm not sure which I'll go for yet, my heart's wavering on either side.
5:58pm - Alright I looked at the job ad again and I've got seriously cold feet and hot the rest of me, so I think I'll just focus my efforts on my own projects for now.
6:17pm - So last time I worked on the Roguelike Project 01 I was trying to sort out the GDD and figure out how all my parts will fit together / what parts I need.
I was figuring out the controllers last time. In addition to the WorldController that manages the model of the world, I was thinking about an InputController to manage user inputs and outputs, and a TurnController that manages the turn-based nature of the game, but I hadn't solidified how they would work.
6:40pm - Let's see... The InputController is needed to filter the inputs so that they go to the right objects. Besides the world simulation there'll also be menu objects that would take the same input controls and I want to route the input properly.
I had been thinking to use a callback system for the inputs where each thing that wanted to listen for an input could register with the InputController, but that's basically the same as listening for the input yourself. The InputController wouldn't be filtering anything. It would just be forwarding the button presses globally.
So, basically, the InputController needs to know the precedence of the input-catcher.
Hmm... I'm thinking about it, and one way I could do it is to have the menus, once created, sign themselves up with the InputController with a higher precedence than the WorldController.
While thinking about that, though, I realized there's no reason for the menus to be created on the fly when they're needed; there'll only ever be the menus that there are. So maybe what I need is a MenuController that will hold the menus invisibly when they're not in use, and inform the InputController when a menu pops up?
7:03pm - Geez it's past seven already. I'm worried about the weather turning. It's supposed to rain tonight but I should be okay for another hour or so. Still, I wonder if I shouldn't go home early? It's a tough call.
For now I want to figure this part out.
I think I've got the InputController's idea fleshed out, but what about the supposed TurnController?
When the scene loads up, the WorldController will build the world, but it needs to be populated with the Player, NPCs, Items and Monsters, and those need to move around on their turn or otherwise do their thing.
I could cram it all into the WorldController, which interacts with the World model, but I worry I'd be giving it too much responsibility.
But then, let's see if I can think out how a mob will work in my game.
A tile can hold objects but in the current implementation it doesn't hold actors. So I have to decide if I want to add them to the World model, or put them on a seperate layer of sorts. They do need to know what tile they're in and what's around that tile, so it would make sense to include them in the World model. But I'm not sure.
7:21pm - Hmm... Well I was thinking of going home early, why don't I wait for advice from my readers? What do you guys think I should do?
Instead, I've come out to the McDonalds. Partly to get some McDonalds comfort food, and partly to work on my projects.
5:39pm - Okay first part done; I updated my friend Alex's website CSS. We'll see how he likes it later.
Next up I can either work on my Roguelike Game or sharpen my Java Skills more in preparation for job application. I'm not sure which I'll go for yet, my heart's wavering on either side.
5:58pm - Alright I looked at the job ad again and I've got seriously cold feet and hot the rest of me, so I think I'll just focus my efforts on my own projects for now.
6:17pm - So last time I worked on the Roguelike Project 01 I was trying to sort out the GDD and figure out how all my parts will fit together / what parts I need.
I was figuring out the controllers last time. In addition to the WorldController that manages the model of the world, I was thinking about an InputController to manage user inputs and outputs, and a TurnController that manages the turn-based nature of the game, but I hadn't solidified how they would work.
6:40pm - Let's see... The InputController is needed to filter the inputs so that they go to the right objects. Besides the world simulation there'll also be menu objects that would take the same input controls and I want to route the input properly.
I had been thinking to use a callback system for the inputs where each thing that wanted to listen for an input could register with the InputController, but that's basically the same as listening for the input yourself. The InputController wouldn't be filtering anything. It would just be forwarding the button presses globally.
So, basically, the InputController needs to know the precedence of the input-catcher.
Hmm... I'm thinking about it, and one way I could do it is to have the menus, once created, sign themselves up with the InputController with a higher precedence than the WorldController.
While thinking about that, though, I realized there's no reason for the menus to be created on the fly when they're needed; there'll only ever be the menus that there are. So maybe what I need is a MenuController that will hold the menus invisibly when they're not in use, and inform the InputController when a menu pops up?
7:03pm - Geez it's past seven already. I'm worried about the weather turning. It's supposed to rain tonight but I should be okay for another hour or so. Still, I wonder if I shouldn't go home early? It's a tough call.
For now I want to figure this part out.
I think I've got the InputController's idea fleshed out, but what about the supposed TurnController?
When the scene loads up, the WorldController will build the world, but it needs to be populated with the Player, NPCs, Items and Monsters, and those need to move around on their turn or otherwise do their thing.
I could cram it all into the WorldController, which interacts with the World model, but I worry I'd be giving it too much responsibility.
But then, let's see if I can think out how a mob will work in my game.
A tile can hold objects but in the current implementation it doesn't hold actors. So I have to decide if I want to add them to the World model, or put them on a seperate layer of sorts. They do need to know what tile they're in and what's around that tile, so it would make sense to include them in the World model. But I'm not sure.
7:21pm - Hmm... Well I was thinking of going home early, why don't I wait for advice from my readers? What do you guys think I should do?