Draft.md 2.8 KB

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
    2. Pro : inventory becomes plain dumb to set
    3. Con : have you ever thought that a nut would take as much space as a CLAYMORE?!
    4. Pokemon I/II/III gens : one kind of item takes one inventory slot
    5. Pro : you possibly can have much more objects and be more prepared
    6. 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.
    7. 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
    8. Pro : DOn't care about storing/retrieving basic potions
    9. 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.