Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Therian

Got cool character structures?

This topic is 6113 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I''ve decided to post this interesting character structure: struct character { char *name; uint age; uchar gender; bool virgin; } Ok, not exactly rocket science, but hey...what''s life without a bit of comedy. There is sense to this however. How about everybody post your character structure whether it''s enemies, monsters, or players. Think about it - your character variables say a lot about your game. Are your characters just x\y positions and health points??? If you think you have something really original, post it... it could be quite interesting to see some well thought out bytes. For example how about characters with some weird personality vector which changes gradually (rotates) to act realisticly. That way you could even add a kind of kinetic energy to the character''s mood...

Share this post


Link to post
Share on other sites
Advertisement
Why is this under Game Programming?

Besides, "character structures" only really matter in RPGs. In most other genres we just need a bunch of simple stats (health/energy, flags for what you''ve collected/learned and skills). In some genres (eg Puzzle games), the only important piece of character info is the player''s name and score.

Share this post


Link to post
Share on other sites
But that''s my whole point. Think about it this way: One game may have enemies that run up to you and try to kill you like Diablo while another might have enemies who can jump, slide, climb and swim. The whole point is that if your characters only have standard variables, there''s an 80% chance that your game is just a standard RPG, FPS, Tactics etc. It''s not necesarily a bad game just normal. The character structures are so important because it is the interactive part to most games. Your enviroments are the second, less significant part. MMmm.. maybe should have put this in Design, but it''s programmers who work with these things.

To Spinal Confusion:
adrenaline
cockiness
intuition
mood
...mmm interesting. I''d be interested to know how these used in your game (if they are), unless of course you don''t want to - I don''t expect anyone to give away trade secrets.

Caffeine - A Game Programmer''s best friend, your Keyboard''s worst enemy.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
quote:

struct character
{
char *name;
uint age;
uchar gender;
bool virgin;
}



hmm, ''bool virgin'' ??

What kind of RPG is this ? I suppose that bool is set to false on startup, and the player can do something against this during the game

Share this post


Link to post
Share on other sites
I''m sorry, but I think it''s a bad idea use to many variables. Do I really care if the big, bad-ass mutant who''s trying to blow my head off with a shotgun, is a virgin? No, I don''t. I agree with Oluseyi, this kind of stuff belongs in RPGs.

Share this post


Link to post
Share on other sites
quote:
Original post by Therian
To Spinal Confusion:
adrenaline
cockiness
intuition
mood
...mmm interesting. I''d be interested to know how these used in your game (if they are), unless of course you don''t want to - I don''t expect anyone to give away trade secrets.


I never made the game, but I can tell you how they would be used.

adrenaline - just like human adrenaline; increases strength and decreases accuracy for a brief period of time

mood - used mainly for character facial models; holds 4 different values (in segments of 4 bits each): happiness, boredom, drive (to do something), determination

intuition - how quickly a player learns new things

cockiness - also used for facial models; cockiness tells how well a player can BS his or her way out of situations; how convincing the player is when bargaining with shop keepers and NPCs

What do you think?

Share this post


Link to post
Share on other sites
>cockiness - also used for facial models; cockiness tells how
>well a player can BS his or her way out of situations; how
>convincing the player is when bargaining with shop keepers and
>NPCs

Uhmm...then what''s the point of your charisma variable? o.O

-Hyatus
"da da da"

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!