Work Post
10:49am - I think I've finally calmed down about the problems involoved in legal issues and business foundation, and can somewhat get back to work.
I also think I've been going about this the wrong way, by focusing on things like story and setting and mixing gameplay, when I should be making basic demos of games and gameplay that I find interesting.
So, I'm going to just dive into that instead, with something completely different.
I felt a bit inspired this morning, to go back to another idea of mine. I used to play the popular tabletop battle game Warhammer 40K, and I've often thought that it could be pretty accuately represented on computers and played over an internet connection. However, while Games Workshop, the company who makes the game, has regularly provided their universe for computer games, they have never made a game that accurately recreates the tabletop game and its mechanics.
Now, I'm not going to do that either, because I think that I can improve on the tabletop game with computers.
Normally in Warhammer 40K, the players take turns with offense and defense, which means that one of the armies shoots off all its weapons before the other, and all its kills are taken off before the other player gets their turn to attack. It's an unfair first turn advantage that many other rules are in place to try to combat. However, what if the two players could go at the same time?
This wouldn't work in a tabletop game, since it would devolve into moving and firing with each miniature one by one in some sort of initiative order, on both sides. But a computer can handle that pretty efficently. Also, strategy-wise, things would get complicated if you moved every figure in order. What if instead, you set up an overall strategy for each unit at the start of the turn, and your opponent set up their strategy, and the result of each strategy meeting in the field was what prepared the next turn? It would be chaos, but the chaos of battle!
So I think I'd like to try and implement this.
I can make a bunch of 'soldiers', connect them into 'units' and give the units a direction to move or stay still or whatever they need to do, and a target to fire upon with each weapon type they have.
I think this would neatly combine the best elements of Real Time Strategy games with Turn Based Strategy games, or potentially make the best Turn Based Strategy game yet.
But I have to build it and test the concept first.
It's been a while since I programmed anything or developed anything in Godot, but I'm sure I can still do it. ^.^
Now, how to actually implement it...
I could do it with physics in Godot but that would lead to a bit of chaos and make it hard to repeat things. So, I'll need to make a system that tracks each move.
I believe the Command Pattern is what I'm looking for.
11:38am - I think I seperated the command pattern that GDQuest uses from their code or made my own or something, but it's on my other computer, so I'll have to dig it up.
2:17pm - I ended up having a big depression episode that took me a couple hours to deal with. Still kinda in it actually. But I did find that I hadn't seperated the command pattern from GDQuest's stuff or made my own or something, that was the State pattern. The Command pattern is different.
So, I'm going to take a break from working on this, 'cause like I said I'm still in kind of a big depression episode. But next time I'll either make my own command pattern or mimic the one GDQuest uses in their RPG demo.
I also think I've been going about this the wrong way, by focusing on things like story and setting and mixing gameplay, when I should be making basic demos of games and gameplay that I find interesting.
So, I'm going to just dive into that instead, with something completely different.
I felt a bit inspired this morning, to go back to another idea of mine. I used to play the popular tabletop battle game Warhammer 40K, and I've often thought that it could be pretty accuately represented on computers and played over an internet connection. However, while Games Workshop, the company who makes the game, has regularly provided their universe for computer games, they have never made a game that accurately recreates the tabletop game and its mechanics.
Now, I'm not going to do that either, because I think that I can improve on the tabletop game with computers.
Normally in Warhammer 40K, the players take turns with offense and defense, which means that one of the armies shoots off all its weapons before the other, and all its kills are taken off before the other player gets their turn to attack. It's an unfair first turn advantage that many other rules are in place to try to combat. However, what if the two players could go at the same time?
This wouldn't work in a tabletop game, since it would devolve into moving and firing with each miniature one by one in some sort of initiative order, on both sides. But a computer can handle that pretty efficently. Also, strategy-wise, things would get complicated if you moved every figure in order. What if instead, you set up an overall strategy for each unit at the start of the turn, and your opponent set up their strategy, and the result of each strategy meeting in the field was what prepared the next turn? It would be chaos, but the chaos of battle!
So I think I'd like to try and implement this.
I can make a bunch of 'soldiers', connect them into 'units' and give the units a direction to move or stay still or whatever they need to do, and a target to fire upon with each weapon type they have.
I think this would neatly combine the best elements of Real Time Strategy games with Turn Based Strategy games, or potentially make the best Turn Based Strategy game yet.
But I have to build it and test the concept first.
It's been a while since I programmed anything or developed anything in Godot, but I'm sure I can still do it. ^.^
Now, how to actually implement it...
I could do it with physics in Godot but that would lead to a bit of chaos and make it hard to repeat things. So, I'll need to make a system that tracks each move.
I believe the Command Pattern is what I'm looking for.
11:38am - I think I seperated the command pattern that GDQuest uses from their code or made my own or something, but it's on my other computer, so I'll have to dig it up.
2:17pm - I ended up having a big depression episode that took me a couple hours to deal with. Still kinda in it actually. But I did find that I hadn't seperated the command pattern from GDQuest's stuff or made my own or something, that was the State pattern. The Command pattern is different.
So, I'm going to take a break from working on this, 'cause like I said I'm still in kind of a big depression episode. But next time I'll either make my own command pattern or mimic the one GDQuest uses in their RPG demo.