VoiD.net: the Developer's Log

VoiD.net dev worklog

Sunday, June 17, 2007

Some advances

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Slowly, in my studying breaks I’ve been developing a bit further the system I’m working on right now, and it is no other that an early combat system.

I have a primitive yet impact collision system, that unifies every attack, skill, explosions and everything that could hurt a character or that he had to react to… and when coding these “reactinons” I noticed an important thing I still hadn’t begun with: items and equipment.

As the equipment has an important role when deciding blockings, evasions, damages, counterattacks, etc, I had to begin working in this area and right now I’m with the weapons module.

Time ago I thought about having a fixed, “hardcoded” list of weapons, items, and so, or giving the possibility to the scripter of defining everything via script. I chose the first option, although when I started playing with that now, I chose both. There is a predefined weapon list (extendible to any kind of item – shield, accesories or objects) and it will be posible to define new weapons with the scripts. This is because actually all the information about each weapon is read from its particular instance of the Weapon class (talking in OOP terms), so it’s not really much cost to add one real-time with the specified atributes. Same goes for any object.

Depending on how much spare time I have, maybe I’ll have in a not very far future a test app with Hit hitting (no pun intended) his “shadow” and making him react.

posted by ferminho at 15:52  

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