Timeline for Making character's skills and abilities as commands, good practice?
Current License: CC BY-SA 3.0
6 events
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Jul 26, 2020 at 4:44 | comment | added | Thisisstackoverflow | As someone who implemented the first option because it mentally made sense and is easy to understand because "abilities are a tangible thing (class of "Ability") and I can give them to a player to use (command)", what are the bullet point advantages and disadvantages of each? I actually couldn't find a good advantage of the second way in your writeup besides "unity likes serialized objects and it lets other non-programmers on the team make stuff easier". In fact, one huge advantage of the first way is that you could dynamically assign abilities on the fly (think respeccing in WoW). | |
Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
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Jan 15, 2013 at 15:01 | vote | accept | xenon | ||
Jan 5, 2013 at 22:30 | history | edited | michael.bartnett | CC BY-SA 3.0 |
added 49 characters in body
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Jan 5, 2013 at 22:00 | history | edited | michael.bartnett | CC BY-SA 3.0 |
apology for long-ass answer
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Jan 5, 2013 at 21:54 | history | answered | michael.bartnett | CC BY-SA 3.0 |