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1d
comment Tower Defence stat storing system
You could play with those design ideas and see if it works for you. I was talking about something like this: class TowerDefinition { xml data }; .. class Tower { runtime data + TowerDefinition reference};
1d
comment Tower Defence stat storing system
First thing, "stat" is very ambiguous and does not imply that it is constant data. Better use something like "Template or "Definition", Those 2 sound more like constant and never changing data. "Stats" sounds like Statistics, which are by definition changing.
1d
comment Tower Defence stat storing system
The key here is to understand the different nature of the data and its relations, in this case 1:N, a 1-to-Many relationship, 1 definition for many towers, and group the data accordingly.
1d
comment Tower Defence stat storing system
So, thats the design. 1 class TowerDefinition (or something) for the persistent and never changing data from the Xml with only 1 Instance .. and the other class Tower with many instances, one for each tower, having a reference to the TowerDefinition.
1d
comment Tower Defence stat storing system
No worries :) The point I was trying to get at, is to differentiate the type of data you are dealing with. It seems there are 2 types of data: [1.] persistent and constant data that does not change during runtime from the Xml [2.] data like current damage, or tower level and stuff that will change during runtime. Make sense?
1d
comment Tower Defence stat storing system
Those statements seem to be contradictory: "are known and will not change and "the game designer easily can access and balance the stats". So, which one stands? ;)
2d
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