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3615 my concerns about the game and the engine

Eiyeron Fulmincendii 10 年之前
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+By @Eiyeron.
+This is only a paper where I'm collecting all the infos we need to work on.
+
+# Entity
+- An entity must be placed between map's layer.
+- An entity should have differents comportments according the the NPCs/enemies we want to do
+  - AI : Composition? Derivation? @Eiyeron : I'd go for composition.
+  - Scripts?
+  -  An entity should be able to move around a map or stay static
+    - AABB collision with map tiles.
+    - Velocity : pixels/seconds!
+    - Movement target? Random? Patroll? This should be extendable the same way than the AI.
+- Spritesheet animation.
+- Controllable with events/scripts(?)
+- Should we count levers, chests, objects as immovable entities?
+  - It could make their creation easier but it also break the "Entity is movable or interactive abstract(?) character" idioms for a "dynamic interactive object".
+
+# Battle engine
+- Checkout/move HBE to this once the overworld system is done
+- Tie-in with script(?), inventory, experience, characters/enemies and events.
+
+# Map
+- Loading from file
+- Dynamic tiles
+  - Animated
+
+# Events
+- Scripting (?)
+- Store a flag array to know where we should be in the timeline/sidequests
+  - Check progression integrity and sequence-breaking-proof mesures/check?
+
+# Textbox
+- 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.
+  - So, split them and find out how to force the engine to trigger said effects in the middle of reading them?
+
+# Objects (inventory)
+Disclaimer : Lots'o'text. Prepare your anus.
+- How to store them? I have three general ideas/way to do:
+  1. Golden Sun/Earthbound : one item (be it armor, consommable or key item) take one inventory slot
+    - Pro : inventory becomes plain dumb to set
+    - Con : have you ever thought that a nut would take as much space as a CLAYMORE?!
+  2. Pokemon I/II/III gens : one kind of item takes one inventory slot
+    - Pro : you possibly can have much more objects and be more prepared
+    - 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.
+  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
+    - Pro : DOn't care about storing/retrieving basic potions
+    - 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.