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# Not very good use of my time...

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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!!!

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