RE: resumed coding a game maker

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I decided to suck if up, and add the desired user flexibilities even though that meant going back to ground zero for some modules. Although the basic combat triangle is seeded, that too is optional. So now instead of int you could raise your autism level if the game developer desired. I used somewhat of a runescape model of allowing attack equations to be modeled after categories of weapons as to avoid redundancy for a developer. In developing the system that determines [attack style] damage, I accidentally left a tiny bug of pulling out the wrong elements in an seeded stat array [hp, mp, str ,int ,dex ...] with a matching [0,1,2,2,2...]. Then I thought of ff6's atma/ultima weapon where damage depended upon hp-so I decided to allow the use of these other stats. The bug allowed an extra feature.

Also added an interface so a developer can choose how a level up based object will level up. I forget what module I put it in.

When I create the individual equips module, I can allow a little more optimization to the categorical approach. I Still need to create another module of allowing a developer to define state based defense, evade, etc. Should be a lot easier than the last one that had 3 dependency arrays [4 if I add images later for cosmetics]-I think this next one will just have one. Other than finishing off quite a few changes, I think i am going to have to approach the player class module from scratch. I already started it last night for the new customizable initial & level up stats, but I still have a lot of old stuff to purge in it and change a job more into a system of stat modifiers, abilities, what equip slots to allow, and what equipment categories. And I need to think more on abilities other than turn based npcs and simple actions on npcs like talk, fight, steal. As a seed I put in for xp things, I included an ice spell category [think ff2 nes, not in how horrible that combat system was;nuking your own heroes to gain hp and mp], and a fire resistance category, just for example. So an ice spell could level up, but I haven't decided how it might be implemented. With allowing different hp types, it should also be possible to assign objects different types of hp and certain weapons that deal different types of damages (oops, back to the drawing board on that last module-actually that could be saved by a selection box; and it also means in the future a question of what set of hp does it mean for an npc to die; and do they have to die to provide loot; can a npc have modular hp; a kill count before really dying; can an npc give different loot tables based upon how it died). I ask these things in view of runescape's harvesting systems. But I am still lagging behind in the mechanics of all the ways an ability can be learned, implemented, and restricted....without letting a developer introduce code.
As I said, got to climb up the ladder, then step down. I am still pretty low on the ladder.



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(Edited)

I also need to give the equipment category table an attack speed too.

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