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+By @Eiyeron.
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+This is only a paper where I'm collecting all the infos we need to work on.
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+
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+# Entity
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+- An entity must be placed between map's layer.
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+- An entity should have differents comportments according the the NPCs/enemies we want to do
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+ - AI : Composition? Derivation? @Eiyeron : I'd go for composition.
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+ - Scripts?
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+ - An entity should be able to move around a map or stay static
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+ - AABB collision with map tiles.
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+ - Velocity : pixels/seconds!
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+ - Movement target? Random? Patroll? This should be extendable the same way than the AI.
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+- Spritesheet animation.
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+- Controllable with events/scripts(?)
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+- Should we count levers, chests, objects as immovable entities?
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+ - It could make their creation easier but it also break the "Entity is movable or interactive abstract(?) character" idioms for a "dynamic interactive object".
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+
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+# Battle engine
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+- Checkout/move HBE to this once the overworld system is done
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+- Tie-in with script(?), inventory, experience, characters/enemies and events.
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+
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+# Map
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+- Loading from file
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+- Dynamic tiles
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+ - Animated
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+
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+# Events
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+- Scripting (?)
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+- Store a flag array to know where we should be in the timeline/sidequests
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+ - Check progression integrity and sequence-breaking-proof mesures/check?
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+
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+# Textbox
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+- HBE does have logic for one but it's way too linked to its custom string parser because it allows the engine to trigger effects on string updating/drawing and not parsing.
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+ - So, split them and find out how to force the engine to trigger said effects in the middle of reading them?
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+
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+# Objects (inventory)
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+Disclaimer : Lots'o'text. Prepare your anus.
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+- How to store them? I have three general ideas/way to do:
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+ 1. Golden Sun/Earthbound : one item (be it armor, consommable or key item) take one inventory slot
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+ - Pro : inventory becomes plain dumb to set
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+ - Con : have you ever thought that a nut would take as much space as a CLAYMORE?!
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+ 2. Pokemon I/II/III gens : one kind of item takes one inventory slot
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+ - Pro : you possibly can have much more objects and be more prepared
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+ - Con : Also brings worse problems : a grinder will fill his bags with replinishing items and will seek his path through without having to relay upon inns. I had this problem on recent Pokémons generations once berries are in : one kind would replenish PP and thus, with acutal care, one could go for days of grinding without healing at a Center.
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+ 3. Pokemon IV+ gens/Bravely Default : All item kinds are registered to the bag, one kind per slot and its only limits are about a kind's quantity, not the global quantity
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+ - Pro : DOn't care about storing/retrieving basic potions
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+ - Cons : The inventory data would be as big as the number of item kinds there is in a game. Be prepared to have a lot of data to manage. It also rapes reality much more than the 2 previous points because you have pretty much a freaking bottomless bag, or almost.
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