Work Post

Mar. 3rd, 2018 06:46 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
[personal profile] relee
6:46pm - I'm down at the McDonalds tonight. Not in my usual spot; it was taken, but the one table that has power was available so I took it instead. I'm going to try and get that GDD done today.

6:57pm - Okay, in order to put it in more technical terms in the GDD I want to try to describe how the game works in plain english here first.

When the game/application begins, there are two processes that go on at once. The UI and the Game. The UI runs along with Unity's update sequence as normal, while the game is turn based and goes off of player input. Each player input sets off a chain of events circling back around to the player's turn.

Right now I've got some confusing stuff in place instead of what there really should be. I've got a playercontroller script on the player object taking input and moving the player directly. It should work like, there's an input manager, maybe on the camera? And it handles relaying input to the turn manager or something, in order to say "The player wants to move this direction." The input needs to be seperate from the actual movement. I should be using the command pattern or something like it here.

I'm getting a strong sense right now that I didn't know what I was doing when I put together my previous code. I thought I had it all together in my head, but it looks like I was just jamming on whatever seemed sensible at the time. Maybe I should redo a bunch of it?

Alright let's go for how it should work instead of how it 'does?' work.

Game Start;
Load Town Map;
Wait for Player Input;
Resolve Player Input;
Cycle through Turn List and Resolve each Unit's actions;
Loop from Player Input until exit;

That's the brief version I guess. It's definately not working like that right now.

On Game Start it should initialize all the things.

Loading the Town Map is the only listed load, but there would be other loads as a result of player input. I think I should go into more depth on the level load though. There are two kinds of level loads; pregenerated map loads and randomly generated map loads. When you go into the dungeon it's randomly generated, except for the bottom floor where the boss is.

The player input is actually a minor loop before it gets to the turn list. There's a variety of things the player can do without progressing the turn list. So, the input handler has to be seperate from the player. Basically the turn list will halt at the player's turn until it gets a command. Then it'll cycle.

So let's see...

8:15pm - I went to the Game Programming Patterns online book but kinda stalled when I started reading about the Command Pattern. I want to be able to accurately describe how it would work in this system. But my head's not in it right now.

8:55pm - I decided to relax for a bit and discovered on my phone that I had a discount coupon for a burger, so I got a nice big burger for a low price. Then a friend invited me to a new discord room and things got chatty, so my head's all over the place now. ^.^;;

9:08pm - Yeah I've completely run out of steam and my brain isn't workin' anymore. I don't want to stay out much later so I'm thinking I'll just pack up and go home, and maybe later I'll try to re-read that article on the Command pattern so I can figure out how to work it into my game.
This account has disabled anonymous posting.
If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting

Profile

relee: Picture of Relee Starbreeze, Wizard (Default)
Relee Squirrel

July 2023

S M T W T F S
      1
23456 78
9101112131415
16171819202122
23242526272829
3031     

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jan. 29th, 2026 09:31 am
Powered by Dreamwidth Studios