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Member Since 05 Jan 2014
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In Topic: Entity Component System architecture for a 4X game

28 June 2015 - 11:48 PM

i dont get why that solution doesnt appeal you


in a normal 4x there arent really many entities so you are free to add whatever wasted component you like, its not gonna make the game heavy and on the other end its gonna simplify things a lot


so unless you have a good reason not to do it, just do it...

In Topic: Card game Class Structure

17 March 2015 - 02:29 PM

you sort of have to use delegates and event (talking c# dunno other languages how manage this stuff)and or a derivative from entity component imo suits this very well


this way each card has just a field (or a list of) which adds an event when the card is played/tapped or anything else


i would use a sort of EC system to split in even more simpler fuctions so you build each card just by adding simpler effects like "deal n damage when tapped" "draw 2 cards when killed" and so on

In Topic: GUI Ideas for a Tower Defense Game

16 March 2015 - 10:49 AM

best way is a menu somewhere with all towers types you click on the type you prefer and then "drag" that transparent tower around the map until you click to place it (or rotate or anything)


then it depends how many features your game has, if many (like towers, research, spells, whatever else) maybe just a icon for all towers, if not maybe all small towers icon in a row/column which is faster to use


for the towers upgrade its super easy, just make them selectable and when selected you make a small ui pop up with an upgrade icon, maybe delete or move if the game allows it and maybe a small windows with towers stats, a few bars representing its power/range or what is relevant for thte game

In Topic: How is tagging achieved?

02 March 2015 - 03:04 AM

I would probably call those things "attributes" rather than "tags".



Your idea of storing flags would work, but you're right that it may not be ideal if you want a non-trivial amount of attributes.

You probably want to look into "entity component system" or "ECS". A full ECS setup may be more than you need, but the basic idea is at least what you're after. Searching for the term should give you some decent starting points.  You might start with "Understanding Component Entity Systems" and "Implementing Component Entity Systems".

Hope that helps! smile.png


do you have some advanced ECS material?

my problem is when using it with complicated  games it seems to me each system has to call too many of other systems/entities and i dont get how to get around this


ie: a uni moving should only use movement component but lets assume it is wearing boots so should check for equip component and then there is a enemy snaring it so should check debuffs or enemies but then movement is dependant on terrain so in the end it seems to me you cant reallly make a system work with its own component only

In Topic: Looking to give back

27 February 2015 - 11:30 AM

since there are so many tutorials and stuff on programming itself id say B or something about design, release etc