Work Post

Nov. 7th, 2018 03:27 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
[personal profile] relee
3:27pm - I'm at the McDonalds now and I have a drink, though I probably picked the wrong one. Alas.

On the walk over I spent some time thinking about my Emitter idea. There is definately a problem that whatever the emitter emits to would have to have a property to recieve to and report from. But I thought, what about an EmitterReciever?

I could have Tiles, Actors, Items, and InstalledItems have not only a list of Emitters but a list of EmitterRecievers, so they can pick and choose what types of emitters they recieve from.

Hmm... Now I'm thinking about implementing a component system!

So, like, a Fire Elemental Actor has an LightEmitterComponent and a LightRecieverComponent and a ScentEmitterComponent for that Brimstone smell and a MagicAuraEmitterComponent 'cause they're a magic creature and a SoundEmitterComponent for the crackling fire, and a SoundRecieverComponent for hearing you. They also have a Component that ignites things they touch maybe? Or other components.

It feels kind of weird to be implementing a component system in my Model layer, apart from Unity's built in component system, but here we are.

4:04pm - Hmmmmmm... Alright so let's try to bring this back down to earth.

To get light working, I need to either make the player Actor have a LightEmitter, or I need to also make the inventory system. Ahh hah hah hah hah... hah.

Maybe I should write all this down in the design docs?

4:22pm - I put a little design doc note in the game's design folder so I'll remember all this when I get around to actually implementing it.

4:40pm - Now I'm having an interesting conversation with some people on the RoguelikeDev discord and they're saying I shouldn't go so crazy with these systems. ^.^;;

4:54pm - Alright so I'm thinking I'll roll it back a bit, and instead of using emitters and recievers and multiple senses, I'll start with a simple property on the tile for light and only worry about what the player can see.

This'll help with the problem I saw on the horizon of the player seeing what the monsters sense on their turns. XD

Now, I don't need to implement this right away if I'm not implementing light based vision for monsters, so I should go back to what the HackNPlan says I should be working on. I'll make a LOS test that Brains can do to see what they can see. Then they'll fill up a list of potential targets, pick the closest one, and approach it.

That'll push me ahead to needing to figure out pathfinding.

5:06pm - As for actually implementing all of this, I'll do that later. I'm tired and energetic at the same time. Stupid sexy hot chocolate.
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 Jun. 13th, 2025 07:56 am
Powered by Dreamwidth Studios