Post by cajones on Sept 3, 2007 17:54:14 GMT -5
How creatures are subclasses of items? Well, Pretty much every property that items would have would be shared by creatures, but creatures would have lots of extra stuff. Which is basically a perfect example of java subclasses... it just seems odd at first glance. And then you look at how much crap you have to do for items, and realize "I'm going to have to either retype or copy and paste most of this for creatures...".
Or... position and size? Well I'm thinking that position should be a string ather than based on anything remotely numerical, since the way it looks like spacial-ness will be set up there's not too much need for anything more specific. Like, normal space stuff would require crazy physics that make my head explode, so instead we'll give areas structures, and position those relative to other structures. So all objects, people, Etc will be positioned similarly. 'course, this allows for reference loops (Like, I could say a tree is west of itself, or have a bunch of structures that don't eventually reference the area), which leaves a lot of room for hidden things. . *wonders how leaving that last sentence out would affect the time it takes for someone to find every secret of the game without cheating*.
*ahem*. Wait, right, yeah. Umm... but I'm going to have to make people sooner than I'd like, because to test stuff we need a character, and I think I'm going to let the player character and NPCs work the exact same way, except that players control their characters whereas NPCs are AI'd. But making complex objects like people makes my head explode. .
And then there's the othr big challenge: setting up areas so that they write their own descriptions to some extent based on what they contain. Granted, a lot of pre-made stuff will be thrown in, and some specialized details and things (otherwise we'd get something very bland and mechanical), but the possibilities are too insanely variable to hope of coming up with pre-made descriptions for everything.
Oh, and there's the sky. No clue how that's going to work.
I need a timeCycle type thing... but I can't figure out how to begin implementing it. .
Woah, I ... need to learn how to post better.
Or... position and size? Well I'm thinking that position should be a string ather than based on anything remotely numerical, since the way it looks like spacial-ness will be set up there's not too much need for anything more specific. Like, normal space stuff would require crazy physics that make my head explode, so instead we'll give areas structures, and position those relative to other structures. So all objects, people, Etc will be positioned similarly. 'course, this allows for reference loops (Like, I could say a tree is west of itself, or have a bunch of structures that don't eventually reference the area), which leaves a lot of room for hidden things. . *wonders how leaving that last sentence out would affect the time it takes for someone to find every secret of the game without cheating*.
*ahem*. Wait, right, yeah. Umm... but I'm going to have to make people sooner than I'd like, because to test stuff we need a character, and I think I'm going to let the player character and NPCs work the exact same way, except that players control their characters whereas NPCs are AI'd. But making complex objects like people makes my head explode. .
And then there's the othr big challenge: setting up areas so that they write their own descriptions to some extent based on what they contain. Granted, a lot of pre-made stuff will be thrown in, and some specialized details and things (otherwise we'd get something very bland and mechanical), but the possibilities are too insanely variable to hope of coming up with pre-made descriptions for everything.
Oh, and there's the sky. No clue how that's going to work.
I need a timeCycle type thing... but I can't figure out how to begin implementing it. .
Woah, I ... need to learn how to post better.