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#ActualBambooCatfish

Posted 06 January 2013 - 04:45 PM

Sorry double post.... I had a thought.

 

I may have asked the wrong question or got my terminology wrong (still got some good info though!).

 

The project I am working on is (going to be) a simple turn based game where the player can move X number of sqares on a tile map and attack once per turn, then the enemies do the same. I am currently working on one thing at a time and right now the move action is what I am working on. I was thinking about states for this perticualar action:

 

1) pre-move state :  checks what tiles are available to potentially move to. any tiles that are bad are displayed red.

2.) get user input:    lets user use keyboard/mouse to select tile to move to.

3.) perform move:    if tile is good for moving, move player there.

4.) clean up:             reset whatever variables are needed.

 

Thats what I was thinking about when talking about states... handled the same way? Then if i have an attack action:

 

1.) check what is close enough to attack.

2.) let user to select from list of potential targets.

3.) attack target, deal damage, add effects, etc.

4.) check for death, clean up, etc.

 

i dont know how to handle that modularly.


#1BambooCatfish

Posted 06 January 2013 - 04:44 PM

Sorry double post.... I had a thought.

 

I may have asked the wrong question (still got some good info though!).

 

The project I am working on is (going to be) a simple turn based game where the player can move X number of sqares on a tile map and attack once per turn, then the enemies do the same. I am currently working on one thing at a time and right now the move action is what I am working on. I was thinking about states for this perticualar action:

 

1) pre-move state :  checks what tiles are available to potentially move to. any tiles that are bad are displayed red.

2.) get user input:    lets user use keyboard/mouse to select tile to move to.

3.) perform move:    if tile is good for moving, move player there.

4.) clean up:             reset whatever variables are needed.

 

Thats what I was thinking about when talking about states... handled the same way? Then if i have an attack action:

 

1.) check what is close enough to attack.

2.) let user to select from list of potential targets.

3.) attack target, deal damage, add effects, etc.

4.) check for death, clean up, etc.

 

i dont know how to handle that modularly.


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