Opened 17 years ago
Last modified 10 years ago
#229 closed task
World-Entities hierarchy — at Version 1
Reported by: | landauf | Owned by: | nobody |
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Priority: | minor | Milestone: | Version 0.2 Codename: Bellatrix |
Component: | GeneralFramework | Version: | 0.1.0 |
Keywords: | Cc: | ||
Referenced By: | References: |
Description (last modified by bknecht)
Introduction
We need a well elaborated class hierarchy for the world entities. World entities are the object in the game world we see and may be able to manipulate.
Goal
Implement a very generic and clever hierarchy of world entities. Use a smart combination of interfaces, abstract classes and common functions to achieve your goal.
Implementation
We need a totaly new handling of players (can be controlled by human input, AI or scripts) and many other classes. You'll have to rework and norm functions between classes (for example: a player gets damaged; we need the amount of damage, damage type (fire, projectile, toxin, …), origin (think about kill messages in online matches), direction and impulse - or maybe you have better ideas). The basic class too needs several new features (triggers, states, saving/loading functions, …).
Try to build a very steep hierarchy without complicated handling. You will have to think about a lot of stuff simultaneously.
Change History (2)
Changed 17 years ago by bknecht
comment:1 Changed 17 years ago by bknecht
- Description modified (diff)