Good morning again. I have a little update on the development of what I started to call Holocene again. I'm focusing on the game mechanics and specifically the satisfying of needs by characters. As I might have said before, characters need food, water, sleep, warmth and probably something social.
These five are instances of a Need class. Needs have a current value, a maximum value and some priority stuff. A character will be able to find out which need needs to be fulfilled and find targets for that accordingly.
I have this system working now, but I'm going to refactor that, because I'm not very happy with it and I think we're making too many calculations which will be problematic when we're having more than a couple of characters.
Anyway, afters whatever happens, the character has a state machine component that gets fired to a new state when that gets triggered. The idea is that once the guy is hungry, he'll find a food source and sets that as target to go to. Then the state machine will trigger a state to pick up the source and then eat it. Or bring it somewhere.
What I have now is a system that presets the target for Agabouga to the apple and tells him to go there. The triggering of the move state is not implemented fully, but that will be. By the end we'll have characters being able to find out what they need and if that's available. The state machine will then get a sequence of states going. Move to the apple, pick it up, eat it and find out if we need anything else.
A lot of work left to do, but it's actual mechanics so I like it.
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