11 March 2010

Bones of the World

My map is good enough for a first test, and has all the basic adding, removing, moving and checking functions that I'll need for now. It's actually a triple layer map, with separate grids for tiles, items, and characters. If that turns out not to be necessary it should be easy to combine them, but it makes sense like this in my head.

I've got a structure worked out for my tags that looks like it might work without them taking up too many resources. It's good enough for now, anyway! I've got rough tags for character physical attributes, tile attributes, character traits and a few other categories. They all need to be fleshed out a little more before they can start working together. I've also got a list of about four each actions, modifiers, and tile attributes I want to use for the first barebones combat test. Once those are all set up, I have to figure out the code to make them all interact. Those interactions are the core of pretty much everything in the game, so I might as well get a workable system well and truly figured out now.

I'm currently working on a display manager. For the previous programs I did, everything on the screen was being redrawn for every frame. That's pretty dang inefficient, and always bothered me a bit. Since this is a turn-based game, I'd also prefer that it not make massive demands on processors when nothing is happening. So, I've come up with an idea for how the map and UI can send little notifications to my new manager telling it exactly what parts of the screen need to be updated. I'm looking forward to getting that working so I can make little people punch each other.

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