Timeline for Pluggable modifiers to game engine
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Oct 14, 2016 at 22:33 | comment | added | Exilyth | First step: add a layer of abstraction - you've got a set of game rules and a bunch of entities with properties (e.g. ships, tech, ...). Your racial traits are groups/lists of modifiers. After all traits are selected, you need to iterate over the modifiers and apply them. For resolving conflicts, you could have modifiers override each other by a priority or always apply "allow" modifiers and then "deny" modifiers. E.g. "fuel efficiency" would make ram engine tech available and "no ram" would disable the tech again. | |
Oct 7, 2016 at 22:02 | comment | added | Neal Davis | I would think that as you try to decouple your existing PRT and LRT traits from your engine, your pluggable engine will emerge. Each trait should have a value or list of values that act as input for the engine. If you've hard coded the interactions between the traits and the game mechanics, disconnect and rewrite code with variables and functions until every trait option can be plugged in and have the desired effect. I know I'm kind of just restating your question, but I think once you hack through all your code into segments that receive the important data from the traits, add new will b ez | |
Oct 7, 2016 at 21:22 | review | Close votes | |||
Oct 23, 2016 at 3:02 | |||||
Oct 7, 2016 at 21:00 | comment | added | Sean Middleditch | Possible duplicate of What's a way to implement a flexible buff/debuff system? | |
Oct 7, 2016 at 20:09 | review | First posts | |||
Oct 7, 2016 at 22:36 | |||||
Oct 7, 2016 at 20:07 | history | asked | Misza | CC BY-SA 3.0 |