• entries
    707
  • comments
    1173
  • views
    434037

Not very good use of my time...

Sign in to follow this  
Programmer16

68 views

Well, me and Raymond got a ton of the storyline done earlier (well, Raymond did, I mostly sat there and went 'lol', 'nice', and 'ooh, thats a good idea.')

Project Asrion wise I ran into a road block. After I hacked my tile-engine together like 3 times (once with my last fringing system, one with a more complex code wise but easier graphics wise fringing system, and one without auto-fringing) I was like "Ok, I'll start on the entity system!", but that's going to be really hard when I have no fucking clue on how to do AI or pathfinding. I know having a tile-like system setup will have me ready for pathfinding, but that its.

Another road block is I haven't designed the game out totally and it keeps screwing me over[sad]. So I need to go through and design atleast 90% of the game.

A third roadblock I'm having is that my storylines don't fit the genre that I'm aiming for. They all either are more fit for a cartoon or an adventure game.

So I was thinking - hey, I could do a adventure game. That would eliminate the need for AI and I have already done a movement system for one before. But then I figured that any puzzle ideas I come up with I'd rather put into Malathedra.

So, I'm pretty depressed at the moment[sad]. Do any of you guys have any advice on AI and/or pathfinding? Or any recommended reading?

Also, for anyone interested you can go to this link to see a picture of my TARANTULA, Tyrosia.

Edit: lol, I forgot the whole reason I made this post. I was screwing around and decided to try and setup a property system like C# has (with the get/set thing.) This is what I came up with. Its not very useful, but it works:

#include
#include
#include
#include
#include
#pragma comment(lib, "d3dx9")

template const T_TYPE& GetFunc(const T_TYPE&), void SetFunc(T_TYPE&, const T_TYPE&)>
class Property
{
T_TYPE m_Value;
public:
operator T_TYPE()
{
return GetFunc(m_Value);
}

const Property& operator =(const T_TYPE& Value)
{
SetFunc(m_Value, Value);
return *this;
}
};

std::ostream& operator <<(std::ostream& Stream, const std::string& String)
{
Stream< return Stream;
}

class Person
{
static const std::string& GetName(const std::string& Value)
{
return Value;
}

static void SetName(std::string& Dst, const std::string& NewName)
{
Dst = NewName + " - TEXT WAS ADDED HERE - ";
}

static const int& GetAge(const int& Value)
{
return Value;
}

static void SetAge(int& Dst, const int& NewAge)
{
Dst = NewAge * 365 * 60 * 60;
}
public:
Property Name;
Property<int, GetAge, SetAge> Age;

void Render()
{
std::cout<<"Name:\t"< std::cout<<"Age:\t"<" seconds"< }
};

int main(int argc, char **argv)
{
Person Me;
Me.Name = "Donny";
Me.Age = 19;

Me.Render();
system("pause");
return 0;
}



Yes I know system("pause") isn't a good idea. This is my "testing area" so it doesn't really matter.)

I should probably pass by pointer instead of a reference in the SetFunc definitions. Oh well. I'm off to work on something for now.

Edit: AH HAH! I've got it. Instead of doing a mouse-based game, I'll do a key-based game. As much as I hate key based, it will allow me to ignore pathfinding. YAY!!!
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now