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Wow, I'm actually getting somewhere. I've got most of the kinks worked out of the skill system and item systems. Haven't started on the abilities system, but that'll be easy (I say that now, of course. It'll probably turn into a major hassle.)

I know people have said this before, but DESIGN YOUR GAME BEFORE YOU START CODING. If it's a simple game like a Super Mario Brothers style side scroller, you don't need to, but anything deeper than that really needs to be designed out to the FULLEST extent. I'm running into problems because I'm using code and example files I've drafted up to design my game rather than a design document. This is leaving things to wide open for ambiguity. For example, I was originally intending on a console style inventory interface, but I've been designing for a Baldur's Gate/Diablo 2 interface.

I'm definitely going to have to start from scratch when I work on my next series of RPGs.

Anyway, once I get these basic systems ironed out, I can start working on the graphical stuff and get this thing moving. That'll be another week or so though, because I have lots of stuff going on in my life atm (mainly moving Cierra into my place and finding a decent full-time job.)

I'm off to get some more coding done and then off to bed. I have work later today.

One of the things I love about mixing programming and game design is that you can spend so much time on something just to find out you've screwed it up. My item and inventory system is screwed; in my quest for complete flexibility, I never distinguished between items and equipment. Le sigh -_-

I lied, I did distinguish between those two, I just hadn't distinguished between weapons and shields. I just have to separate the "Hand" item subtype into "Weapon" and "Shield", add a Stat member, and I'm set. YAY!
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If it makes you feel any better I don't know anyone that is ever able to fully implement any design document (in gaming or otherwise) because there are always things that come up that you didn't expect. Many things that I designed for worked well in theory, but the technical implementation became a nightmare. In the end, I think I have a better game for it because it really made me tighten my design.

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Yea, this is true. my problem is I designed systems like the item system and skill system without actually designing any test items or skills. You do have a good point though.

Thanks for the reply!

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One of the things I love about mixing programming and game design is that you can spend so much time on something just to find out you've screwed it up.

Ach, that is so true! And I think it is the reason why I got so frustrated with my IsoStrat project -- a large proportion of the project was poorly designed, though designed none-the-less, it's just that as I went along and implemented things I discovered how they actually ought to work and I learned all kinds of new things about programming generally, so to have it make any sense I'd have to have to radically re-do large amounts of the code.

Maybe part of coding is knowing when to throw your baby out and make a new one, and being able to tell yourself it wasn't a waste because of all the things you've learned from making those mistakes.

It's hard though! At least I'm not the only one.

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