check if player clicked if player single clicks in area do nothing if player single click in interface then act accordingly (ie change action etc) if player double-clicks: first check what action is current (ie talk, attack, pickup, walk) case talk: if its not an npc then do nothing if its an npc and its next to the player: initiate talking case attack: if its not an npc then do nothing if its an npc: if the npc is too far away (ie not next to the player) then do nothing else if the player has enough turn points: attack the npc case pickup: if its not an item then do nothing if it is an item: if the item is too far away (ie not next to the player) then do nothing else if the player has enough turn points: pickup the item case walk: set the point as the destination walk towards that area until points run out if player finishes turn then update other game logic (ie move npcs etc) update the graphics draw the map draw the objects (player, items, npcs, trees, etc) draw the interfaceObviously, there is heaps missing, but I wanted to get the most important things sorted out. The new thing I've introduced here is that I've decided to make the game turn based. I want the player to remain relaxed and make informed decisions, rather than have an arcade frantic feel.
Monday, February 02, 2009
Game procedures
at
9:44 am
I'm almost at the stage where I've planned out a lot of stuff and studied a lot of techniques used when making 2d tile games. I really want to get stuck into coding, but I thought it would be a good idea to just map out some of the stuff in my head about how things will work. Below is some pseudo code I've come up with:
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