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Disappearance


xtreampb

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Hello all,

 

I would like to first apologize for my disappearance. I ran into some issues with my source code and silly me, didn't set up a repository for my source so reverting my changes to a stable state was not practical. I decided to change gears and try to use only LUA. I created a new project and imported all the assets over and as it turns out, the loading is actually faster. One thing i was trying to do was thread out the loading of assets when maps are created but that just put my project in an unrecoverable state. I still plan on creating randomly generated mobs/items on map load, but instead of doing this in C, I'll do this in LUA. This workflow will be along the lines of creating a global function that will be called on map::load. I want to create a generic script object to pivots. This way in the editor I can select what can spawn where. I'm also going to have to create a "Map" script attached to a pivot entitled "Map". This script will have all the limits that can be spawned. The only issue now is to figure out how to track number of generated entities of each type. I don't want to use globals. I wonder if LUA supports static types? That is some research for me to figure out.

 

Right now i'm hitting the design phase hard and shying away from development and prototyping. One of the most important aspects of my game is the spell tree. It has multiple different levels and some aspect types can evolve into other aspects such as water evolving into ice for an example. Others can be merged into one-another to create new types of spells. Like fire and earth combining to make lava flow freely from the ground below. This is a complex tree that I want to get right and will take time to design and connect and then even more time balancing. Because of this complexity I'm having a hard time "drawing" this design out. I've resorted to Visio. I like the structure that this can build however, this same structure limits to how and where things and objects can be placed. If anyone has any ideas or suggestions, I'm open to hearing them.

 

~Xtreampb~

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I wonder if LUA supports static types?

 

If you define a variable local but outside of any functions it'll only be visible to that file. You can then make functions in that file that manipulate that variable.

 

 

So to simulate C++ I generally make "classes" in Lua like Josh does with the AnimationManager.lua file. Then outside of all the function/class stuff I define the local variable and now it'll be accessible by all instances of that class inside that file but not outside just like static variables.

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