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We create worlds ! Well, at least, we try...

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Emmanuel Deloget


Hey! I had some feedback about my singleton entry - not as much as I was expecting, but I still had some feedback :) Thanks a lot!

I finally decided how I'll present the results of my little "how to maek a 1337 RPG system" study. I'll write a very very long article about to explain the choices I made - how I made them and why they are good choices. After all, this is a software design course, not a programming course [smile].

Now, fight !

That's what I'm doing. I'm fighting against myself (and Ogre3D, but that's another project - let's forget this for the moment).

My main problem is about the fight manager - you remember, the FightManager class that implements a fight. It is rather tricky to implement it because I decided to implement a generic rule library that should not assume how it will be used. Of course, I must make some implementation choices that have an impact on the library interface but I can't enforce a particular game play choice. For instance, typical text games are often turn-based (at least during the fight management) while 3D games are often real-time.

This enourmous difference, of course, have a great impact on how things should be designed.

For example, in a 3D RPG, the player won't wait his turn in order to kick this horrible creature with his blade - the user will simply move the mouse and wait for the resultion of the action. It means that I have to provide a way to intriduce the user input into what's typically a loop (something like a "do { } while (somebody is still alive)").

Another example is how to deal with the output: in a text-based game, I'll write everything on the screen; in a 2D RPG, I'll se the actions of the NPCs - I'll see their weapon move and so on. As a consequence, I can't hardcode the result of an action - and, again, I have to tell the main engine what the results of the actions are.

Finally, the end condition of a specific fight may change. For example, the player's enemy might surrender, or the player may flee. I can't hardcode this too.

Design patterns to the rescue!

Again, design patters come to our rescue.

The first problem can be solved using an abstract factory. This abstract factory is influenced by the user input - for example, the factory can ask to the user what he wants to do and he will create the corresponding action.

This action is a strategy. Its role is to implement the algorithm that will impact the attacking creatature and the defending one. It will also be responsible for the UI reporting (display the action results).

The end condition problem is also correclty handled by using a strategy that will be responsible for the evaluation of the current fight state and that will tell us if we need to stop the fight.


I only added 2 classes to the project today:
  • Damage: this class handle the damage along with their type (fire, ice, poison, weapon, and so on).
  • Condition: this abstract class handles a condition - it defines a isTrue() virtual method.

It's cool, isn't it? [smile]


I'm still playing with StarUML. There is two other small problems with the reverse engineering tool:
  • It adds the return type "void" to your model when your methods don't return anything (just because the method prototype is "void something()")
  • the associations are not good: they should be either compositions or aggregations, not just simple associations. Plus, the software can't handle the standard libary correctly (it should add the correct association type and change the multiplicity accordingly; instead of this, it just generates a std::vector variable in the class).

Plus, the interface to add a class then a method then some parameters is rather unproductive.
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