My first task today has been completed, which is moving all the skills to use the new attribute based system detailed here.
I looked at doing the same with items, when I realized that I'm going to have to rewrite pretty much my entire item hierarchy to do things right. I ripped out (with a backup copy for reference) all the item, armor, and weapon classes from the game engine, and commented out or "throw new System.NotImplementedException()"'ed all the code using them. Now I can start again from scratch and when the diffs show no commented out code, I'll be back where I started.
I very rarely try a rip out and rewrite. In general, I find a set of small incremental changes work best. However, the shear size of the item hierarchy was daunting to say the least. We'll see how this goes, I'll update later.
Update 1 (10 hours later)
So I have the weapon system up again. I've got generated weapons of various qualities and materials. The weapons damage is base speed comes from the material, with the quality affecting things as well. Descriptions are built up from the various parts, along with the names. Save/load works again for weapons. Much of the work was creating a brand new hierarchy for weapons, and the generator for materials and quality.
I'm hoping to get armor up quickly now that I have this base. Then I need to rework consumables, such as potions/scrolls/wands.
Update 2 (1 hour later)
Armor works, with quality, materials and the like. Now onto consumables.
Update 3 (1 1/2 hours later)
Obviously things are taking longer than I'd expect. I'm almost all the way through consumables but I'll have to wait for tomorrow to finish up and submit.
Monday, July 5, 2010
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