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.
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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