Today I'm going to be working on a 2nd prototype for that game I've been planning!

I've got a vague idea of the structure already, I just need to actually implement it. Honestly, I was supposed to do that yesterday...

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gamedev rambling B) 

Basically in Prototype #1 I was working with a slightly different gameplay design, and only got as far as one type of Kyztling(purple blobs as featured in my profile pic), and only one type of enemy.

I implemented them in kind of a weird way, namely by creating a "Data" object that holds the position that the 'real' object just copies from. This was useful for the 'psychic view', which is kinda like leaving a Kyztling's body to float around before re-inhabiting one

gamedev rambling B) 

However, I changed the design of the psychic view since then. Whereas before it was going to be an essential part of taking back a colony, this time it's only relevant if the player character dies and has to re-inhabit another entity's body.

I'm not complaining since HOPEFULLY this will mean I can just temporarily duplicate the data rather than making it hyper-genericized to begin with, but I pray I don't run into issues with that too...

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gamedev rambling B) 

Anyway, I've got several scenes I need to lay out at the moment:

- Main Menu
- 'The Wildlands' (think of a zoomed out overhead map view like in Mount+Blade or something)
- Colony (this needs to be varied, since i'll re-use the same scene for each level, ideally just passing some data and having it auto-generate)
- Psychic Interface (i just need to spawn this in and have it overlay the screen, and set some flags in the Colony screen it was spawned from)

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gamedev rambling B) 

I'll leave the Psychic Interface until I've finished the Colony, and I'll leave the Colony until I've finished the map.

So I guess today is dedicated to the Main Menu and the Wildlands!

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gamedev rambling B) 

@AlexHoratio
I can give you a hand if you want to to design the software part of this. Sooner or later

gamedev rambling B) 

@AlexHoratio So you've separated actors from all/some some of their data?

gamedev rambling B) 

@Vipsu Yep! I tried to separate them as much as possible, but it got a bit messy and unnecessary so I'll be re-writing it some time.

gamedev rambling B) 

@AlexHoratio As far as I understand this separation is actually fairly common with Data-Oriented Design but not as much with object oriented design.

Personally I like to have this hierarchy where I have one data object that contains two data objects. One for referencing immutable fly-weight data (base-stats, name, description etc.) and one for instance specific mutable data such as remaining health, ammo, equipment etc.

gamedev rambling B) 

@Vipsu Hmm, that's a neat idea! :)

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