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I dunno how to start, but i think i'll drop a thing here now and then telling about what i learned and the progress on that project. Most of the work i put in recently has been on the over world and making it infinite and stuff, so I guess i'll talk about that. This system follows an observer pattern where there is a root script that all sub scripts are registered with. That way if child script A wants to talk to child script B, then A just talks to the parent script and through that can talk to any of the other children scripts. As a pattern, the full system is as such so far:
Hex tile System <- the observer script
That would be it at a glance. The reality bubble system lets me define an arbitrary number of objects or points along with a radius for each. This radius tells the system that these are the chunks that should be loaded in and simulated. outside of that space will have a more generic and generalized kind of simulation. this could be highlighted by path finding, which i want to talk about anyways.
Path finding has been fun. There are 3 kinds of path finding that takes place. a chunk based path build from the infinite play field. A hex based path build from a collection of hexes, usually the results of a chunk based path and the hexes each chunk contains. Then each hex terrain 3d model infill has a way point system that connects to each face. These nodes are place by the modder/me to show how to get from any face to any other face within that terrain (thinking of putting in locomotion criteria?)- this SHOULD allow me then to show the actual units of any group moving through the terrain going from hex to hex while respecting those hexes terrain (not moving through buildings, jumping over gaps, climbing up walls...). And when you zoom out, that can be replace with a more abstract representation of that group. Also, by using a chunk based approach to path finding first, it limits the number of hexes i have to search to find a a to b path.
wrapping up thoughts - Thinking of moving the limited lore that there is from a post human apocalypses to something more cerebral, something involving reality and observation? changed the art style of robots to a chibi look. Big heads and torsos can signal better in combat i think. Already have a test robot built, skinned and boned on the quick rig system in maya - it looks "ok". As the game system is built on KLEP, and KLEP is essentially just a big ol flag system, then that lets me do some cool stuff with economy. Kind of like how Sunless Seas uses secrets and whispers and souls as currency. I think it could be cool to send out a group to a dungeon to harvest some hope and return hope to the town as a very real and physical thing? maybe? i dunno. Anyways, thanks for letting we write, thanks for reading, tell me what you think. no, larry, i wont kiss you even if you do put on the wig.