iTeruri
iAm
- 276
- Posts
- 18
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- The Nederlands
- Seen Jan 28, 2022
Function Codes can (and probably will) still clash with the way engines are made. But that's the problem with writing an engine first and then use some third party Data Structures. It makes much more sense to start off with Data Structures (in this case third party ones, this project) and then build upon it; the engine. This limits users of this project in two ways:
- Those who start with the engine first will have to adapt their code to go along with the Data Structures. No matter how the Data Structures are build, this will always be a problem.
- Those who start with this project and build the engine upon it are still limited by the Data Structures. The Data Structures you use will affect your code.
When working on a project like this, those issues must be considered. I'd say don't wory about the first group. Thise who have an engine are better of writing their own Data Structures to work with the engine. They'll probably not use this project anyway.
The second group is much more important. And that's where to problem lies. Defining Items, Attacks and Abilities is the number one thing people will use this project for. You act like that kind of 'content' is not to be provided, but with classes for Items/Abilities alone, you can't make a game. People will define effects for those things, so it's something to consider while working on the project.
Function Codes may work fine for Essentials, but this isn't Essentials. It's good to consider different options. It will 100% define the way people will use this project, so it's not something to gloss over. The way your data is defined will influence the way the data is used, obiously. You may not care how the data is used, but you must think about how it'll be used to define it.
Alright, that gives me another idea:
What if items, attacks and abilities have a reference to an empty 'Effect' object? I wonder how that'll influence how people will use this project. My solution works perfectly fine with this Effect object and I'm inclided to say the 'Essentials solutions' works too: instead of the function code, they could have specific instances of the Effect class to determine the effect. It may be the way to go; it doesn't influence the way people use the Effect object.
Any opinions on this?
- Those who start with the engine first will have to adapt their code to go along with the Data Structures. No matter how the Data Structures are build, this will always be a problem.
- Those who start with this project and build the engine upon it are still limited by the Data Structures. The Data Structures you use will affect your code.
When working on a project like this, those issues must be considered. I'd say don't wory about the first group. Thise who have an engine are better of writing their own Data Structures to work with the engine. They'll probably not use this project anyway.
The second group is much more important. And that's where to problem lies. Defining Items, Attacks and Abilities is the number one thing people will use this project for. You act like that kind of 'content' is not to be provided, but with classes for Items/Abilities alone, you can't make a game. People will define effects for those things, so it's something to consider while working on the project.
Function Codes may work fine for Essentials, but this isn't Essentials. It's good to consider different options. It will 100% define the way people will use this project, so it's not something to gloss over. The way your data is defined will influence the way the data is used, obiously. You may not care how the data is used, but you must think about how it'll be used to define it.
Alright, that gives me another idea:
What if items, attacks and abilities have a reference to an empty 'Effect' object? I wonder how that'll influence how people will use this project. My solution works perfectly fine with this Effect object and I'm inclided to say the 'Essentials solutions' works too: instead of the function code, they could have specific instances of the Effect class to determine the effect. It may be the way to go; it doesn't influence the way people use the Effect object.
Any opinions on this?