Tuesday, May 12, 2009
Timing
Even if it is a turn based game still I will introduce a timing feature; basically all actions will take a specified amount of time and cannot do anything new until this time has passed. I have already in skills set two variables, cast time and cool down, and all weapons also has the cool down variable. To start with I will let all actions be instant and only work with cool down. It feels somehow more realistic and easier to imagine to work in seconds therefore I will set a normal cool down, or a normal action, to about 2 to 3 seconds, the representation for this, however, will be in hundreds of a second, each countdown will be .1 seconds at a time, which will basically be a turn, and decrease countdown value by 10, this can be increased though and that is why the representation is larger; with increased speed a higher value, such as 11 or 12 will be deducted each .1 second, giving a 10% or 20% speed increase respectively. The time variable will lie in the unit and counted down on each iteration, a unit will not be selected to do an action if the value is higher than zero.
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