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Spyparty wiki
Spyparty wiki






spyparty wiki

There are really two basic options when you’re doing object systems: inheritance-based and component-based. I’ve got a good powerpoint by Doug Church on my site on the topic, and I’m going to write more about my new system soon, but I wanted to at least post something to indicate that I’m not dead.īriefly, I choose a fairly simple component based object system architecture. This kind of task gets to the heart of the “game object system” issue. I couldn’t figure out how to attach an object to another object in the old system without hacks even more heinous than I was willing to attempt. My friend and executive producer at Maxis, Lucy Bradshaw, used to bristle whenever a programmer would mention the word “refactoring” because it had a perfect trifecta of badness 1, but it was time. It became clear that I needed to clean things up before I could move forward. It was never very clean, having started from the Indie Game Jam 3 engine source code, which was not in great shape itself, but my singular focus on getting gameplay in without regard to how I got it in has made matters worse. These look pretty simple, but since I’ve been 100% focused on getting the gameplay prototyped, the actual game code had gotten a little, shall we say, funky smelling. Add a simple attachment system to the character AI and rendering code.

spyparty wiki

Add non-character dynamic items as a concept to the code.Ĥ. Well, steps 3 and 4 on that task were the following:ģ.

spyparty wiki

If you recall, my current task on SpyParty has been to get the folks at the party to be able to pick things up, like books, magazines, martinis, cigarettes, top secret plans for a nuclear device, etc. Ugh, sorry for the lack of updates, I feel like I’ve been clawing my way through a giant pile of manure and have barely gotten my head out into the air.








Spyparty wiki