Toriath

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About Toriath

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  1. Need Help with Boundless Crafting System

    I didn't even think about Textures by now.^^ Well, I am going to work a little on this now and when I got a little progress and/or more questions I will come beck here. :D thanks for now @all. Toriath
  2. Need Help with Boundless Crafting System

      One way I tend to look at 'objects' is that nouns are objects and adjectives are properties of those objects.  So I would look at that as only have 1 kind of blade, but that blade has an assortment of different properties.  Inheritance should always be used frugally.   Okay. Instead of creating lots of subclasses for "Blade" I am going to give "blade" an String-array (f.E. String[n] specials = {"special 1","special 2"," special n"}), and the craftingsystem will identify these?     I think I should take a deeper look into enumerations and afterwards read this again. ^^ Well the reason why I want to store the Objects is, that there may be the ability to disassamble the Shuriken and to regain each part with its properties.       Sounds good. As the crafting system will be used in a game later on, I think i know how to implement this in an interesting way :) Thanks for that Idea.
  3. Need Help with Boundless Crafting System

      Hmm, this looks okay, but what if an Iron Sword could be crafted with lets say 5 different kinds of handles and 7 different kinds of blades? (f.E. sharp blade, rusty blade, long blade...) I'll  just go and tell the Sword to use 1 blade and 1 handle and make each "kind of handle", a subclass of handle?   Well, that would work, but what if the shuriken is build out of different spikes? Maybe one grants firedamage and another armor penetration? Would theses Objects still be waste of space? Maybe I didn't pointed it out before, but there wont be predefined weapons. So a Sword is not only handle + Blade What I want is "Sword = Handle + Blade + Optional Items (Power stones f.E.). The Swords Name, attributes etc. shall be generatet out of its materials stats. If i got a big handle(2 att per sec) + long, sharp ironblade(90 damage, Armorpenetration, durability) its going to be a "Sharp Twohanded Ironblade of fast devastation" Thanks for your answer by the way Toriath
  4. Hey everybody, I am currently learning Java, looking forward to do some Game-Development in the near Future. As the title says, I am trying to do a crafting system as a training project.   So these classes are what I got so far (tree structure to see what is child of what)   Item     ItemPart         Spike         Core     Weapons         Shuriken     What i want the crafting system to do is the folowing: You take a random number of spikes (Max 10), and one core to craft a Shuriken. This then calculates its characteristics out of the spikes and core characteristics. But! The Shuriken Object then holds the spike and core objects too, so it is reforgeable, detachable and upgradeable.   so in the end each weapon of whatever type has ist own components AND optional components.   My problems are the components. I COULD, and will randomize some of them, but how do I create preset ones? creating an own class like "sharp spike of whatever" and then always create objects of that. using a Class as databank and define preset objects in it? Using a databank? What would be the most easy way if I donÄt know how to use databanks? Thanks for reading :) Greetz, Toriath     (I feel shame for my bad english :( )