Procrastination

The first idea of the game was to make a clicker stat-builder, e.g. you click on a button and gain experience which results in leveling up and getting higher stats. After one "release" (as in a somewhat working program) I changed the idea to be an automatically running builder where the player choosing between different attack options.


Hard work often pays off after time, but laziness always pays off now.

Irresponsibility

My new project is a single player strategy RPG where you control up to 15 characters at the same time and battle monsters on, to start with, gridded map.

No single raindrop believes it is to blame for the flood.

Friday, February 13, 2009

Combat engine

It is not impossible for me to make a real time engine for this but creating threads and making the timing workout and more about controlling all characters in real time is way too much trouble. And doing it completely turn based with just a round robin method would be quite boring. Instead I plan to use a timing system where every action has action time (cast time) and many skills will have cooldown. A normal action like attack will take 3 turns (this could be equivalent to 3 seconds).

For this I have to introduce variables on all weapons and skills for action time and cooldown, I must also create some kind of method to count this down. I imagine this could be done about the same way as I do the thread pausing in procrastination; basically have a static method that registers an action in a list and for each turn go through that list and count it down. I think this can be done in the action method in the BattleHandler class.

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