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Re: [Adonthell-devel] A little Skill system check...


From: Kai Sterker
Subject: Re: [Adonthell-devel] A little Skill system check...
Date: Tue, 4 Mar 2003 19:10:49 +0100

On Tue, 04 Mar 2003 17:17:32 +0100 Nils Fohrbeck wrote:

> Yours looks much better than mine (now I know the difference between
> good (small) code and bulky complicated code (I see some more practice
> is needed to increase my skill rank...)).

Well, if you'd leave out all the interactive bits from your code, it
wouldn't be much larger. In cases like yours, it might be useful to
divide the code into a backend (where all the calculations happen) and a
frontend, that takes care of I/O. Pack each of those in its own class
(or at least module) and you have a much better design :).

That's a lesson we all had to learn. Just look at v0.1 code. (Or better
don't :P).


> What is 00 style?

Object Oriented style. 


> Seriously though, I will try to come up with an easy rules system that
> is modular (meanig it can easily be extended), and which is easy to
> understand for the player. How hard will it be to implement the system
> with the existing release (so when you walk up to a door you must
> break the lock before you can open it?). Because even without
> fighting, jumping using skills and combining items should add a lot
> more interactivity!

At least the character implementation would have to change. That's the
place where everything from skills to items is handled. I'm currently
thinking about characters, and I imagine that the new system could be
(partly) added to v0.3 once it is ready. 

But if we could have a little v0.4 test level, that would be much
better. Because code written for v0.3 will need some redesign to work
for 0.4, which means more work.

Which makes me wonder: will we continue to use 0.3 GUI system in 0.4?
In that case, we could easily add (primitve) versions of our 'book' to
0.3 and enhance it for 0.4 later on. But if we'd have a completely
different GUI system in 0.4, writing additional GUIs for 0.3 would be a
bit of a waste.

Kai




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