Difference between revisions of "TDD"
Line 29: | Line 29: | ||
Placing Tiles | Placing Tiles | ||
− | == | + | == Game Systems == |
+ | |||
+ | === Game Manager === | ||
+ | Needs to accessible from everywhere at any time while the Game is running. | ||
+ | |||
+ | Keeps track of all persistent data. | ||
+ | |||
+ | * Player Party | ||
+ | |||
+ | - Characters & Formation | ||
+ | |||
+ | - Inventory | ||
+ | |||
+ | * General Progress | ||
+ | |||
+ | === Dungeon Manager === | ||
+ | Needs to be accessible by everything on the Grid during Exploration. (So as long as the Player is in a Dungeon) | ||
+ | |||
+ | Keeps track of all dungeon data. | ||
+ | |||
+ | * Dungeon Information | ||
+ | |||
+ | - Dungeon Name | ||
+ | |||
+ | - Anything else a Dungeon needs to know | ||
+ | |||
+ | * Handles the Grid System | ||
− | + | - Position of everything on the Grid | |
− | - | ||
− | + | - Tick-Based Movement | |
− | + | === Combat Manager === | |
+ | Needs to be accessible by all combatants during Combat. (Only as long as combat is happening) | ||
− | + | Keeps track of all combat data. | |
− | + | * Enemies | |
+ | * Enemy Formation | ||
− | + | * Turn order | |
+ | * Any "Field Effects" or similar (if they exist) | ||
== Item System == | == Item System == | ||
Line 54: | Line 82: | ||
Equipment, Key Items, etc. are children of "Item" | Equipment, Key Items, etc. are children of "Item" | ||
+ | |||
+ | Somewhat similar to https://github.com/sniffle6/Scriptable-Object-Inventory Implementation as reference if stuck. | ||
=== Item === | === Item === | ||
Line 64: | Line 94: | ||
- Value? | - Value? | ||
− | ==== | + | ==== EquipmentItem ==== |
- Equipment Type | - Equipment Type | ||
Line 74: | Line 104: | ||
==== KeyItem ==== | ==== KeyItem ==== | ||
- ??? | - ??? | ||
+ | == Combat System == | ||
+ | |||
+ | === Combat Manager === | ||
+ | -> Accessible from Enemies and Player/Abilities | ||
+ | |||
+ | Needs to hold: | ||
+ | |||
+ | - Player | ||
+ | |||
+ | - Enemies | ||
+ | |||
+ | - Turn order | ||
+ | |||
+ | - Track turns |
Revision as of 10:17, 21 February 2022
Level Editor
2D Gridsystem
Visualize Grid
Visualising the grid using a queue/list of vertLines and horLines which get put on the respectively other side if the grid moves out of sight.
In the Queue/List the first element is the top/left line and the last is the bottom/right element.
Grid Data
The Grid will need to save data of all objects within the Grid, since the 2D Grid will be used for pathfinding calculations, movement, checking for obstacles, etc.
- All viable standing locations
- For every tile:
- All directions to move to
- All special actions which are viable (e.g. buttons, keys, etc.)
- What Entity is on that tile (e.g. Player, Enemies, etc.)
=> Maybe as a big matrix with each element being tile or edge and tiles know they can traverse to the next tile if the element in that direction is empty. So if tile(2,2) wants to go to tile(2,4) it check's edge(2,3) if it's empty or not
Placing Edges
Edges will only be placed in straight lines.
LeftClick on the Grid will place a Edge
Hold LeftClick will place Edges as far as the mouse is dragged in the according direction.
Placing Tiles
Game Systems
Game Manager
Needs to accessible from everywhere at any time while the Game is running.
Keeps track of all persistent data.
- Player Party
- Characters & Formation
- Inventory
- General Progress
Dungeon Manager
Needs to be accessible by everything on the Grid during Exploration. (So as long as the Player is in a Dungeon)
Keeps track of all dungeon data.
- Dungeon Information
- Dungeon Name
- Anything else a Dungeon needs to know
- Handles the Grid System
- Position of everything on the Grid
- Tick-Based Movement
Combat Manager
Needs to be accessible by all combatants during Combat. (Only as long as combat is happening)
Keeps track of all combat data.
- Enemies
- Enemy Formation
- Turn order
- Any "Field Effects" or similar (if they exist)
Item System
Items will need to be accessible from everywhere using only an ID.
-> Have them saved in a big Array?
-> Save that Array in a xml?
Every Item is a Scriptable Object.
Equipment, Key Items, etc. are children of "Item"
Somewhat similar to https://github.com/sniffle6/Scriptable-Object-Inventory Implementation as reference if stuck.
Item
- ID
- Icon
- ItemType Enum
- Value?
EquipmentItem
- Equipment Type
- Stats (as Dictionary(str,int) so Armor can have different Stats than Weapons, etc.)
DungeonItem
- ???
KeyItem
- ???
Combat System
Combat Manager
-> Accessible from Enemies and Player/Abilities
Needs to hold:
- Player
- Enemies
- Turn order
- Track turns