My I-Haven't-Even-Opened-the-Program-Yet State of the Game
TheAlchemyst
Member Posts: 16
Hey yall,
So I've been speccing out a game idea for a week or so now. Here are the decisions I've made so far, based on some help from the forums and from the tutorials and such I've read so far. If anyone thinks I can be more efficient in my approach before I actually start making the thing, let me know!
- I am going to be doing HEAVY RNG work. I'm going to base ALL of the RNG results from a single table, with dozens of columns and hundreds of rows. So let's say we roll a new enemy, the name, stats, and appearance will all be determined by random
- I am going to have dozens of Enemies spawning at any time, and each Enemy will be composed of several Actors to allow for truly chaotic combinations of limbs, heads, abilities, etc
- I am going to have all Hero stats based in a second Table, which will reflect the constantly changing Stats (such as gold earned, damage dealt, etc). This will be Table based, instead of Attribute based, for easy Save/Load capabilities.
- A 3rd Table will represent Enemy stats, since they will be wiped after each wave. A 4th Table will represent Game-level stats, such as the current level reached.
- I will be using "nested" calculations to bring the Table data together into Actor characteristics.
Comments
Good start. Plan as much as you can ahead of time. I usually map everything out, including logic for the important things before I ever get to coding. Makes it much easier
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