Units with N equipable locations

Started by
10 comments, last by 00Kevin 11 years, 2 months ago

@slicer

thanks for the great post. I guess there really is no way around it. The player will usually have to unequip slots before they can be used for two handed weapons.

I could just allow the player to drop a two handed weapon on any slot and then highlight the free-able slots. Once he picks one the weapon or shield in that slot moves to inventory. If he cancels during the free up process the weapon goes back to inventory or simply remains on the cursor.

Advertisement

My feeling is that this question is more about implementation than conceptualization, so I refer you back to frob’s 100% correct answer.

L. Spiro

Yes, Frob's answer is good for modelling

At the moment I'm working on the core classes like Unit, Item, Action, Inventory system, etc.

The object model of the mechanics are being tested outside of any graphics and are completely self contained. My hope is that the game mechanics will work with any UI and graphic system. At the moment the game is functioning inside a windows forms application. There are no graphics or models at all. :)

This topic is closed to new replies.

Advertisement