Topic: On to game logic
Okay, with the status area more or less working and the animation classes in good shape it's time to start on game logic. I want to be able to reuse most of the logic code for a new server also, so all of this will have to be done to a level above and beyond the usual. I'll be starting with the code required for walking around maps.
As such, I'm starting with requirements. Here's what I can think of right now (* marks an implementation detail, better ways are welcome):
Maps
- Instances
-- Parentable to other maps
-- Movable and rotatable
--- Each map functionally a grid
--- Attaches to its parent map by rounding to the nearest cube*
---- This is to make pathfinding more practical
--- Must be able to (at least approximately) pathfind through their parent maps
-- It's be nice if maps were replaceable on the fly, but this isn't strictly necessary
--- The problem is what to do with things that aren't part of the map itself when the replace occurs...*
---- Move them? To where?
---- Don't move them? Then what if the replacement has a wall where they are?
--- This would make map patching easy, and allow drawbridges and planks on boats, but the above problem will need to be solved
- Prototypes
-- Maps are designed as prototypes, and the maps people play on will be instantiations thereof
-- Maps are composited out of other maps, tiles being the degenerate case
Mobiles (monsters, players, etc)
- Mobiles are (with some modifications) 1x1 maps, mobile spawners (later on) likewise
- Basic behaviors
-- Follow (repeating Go To)
-- Go To
As for graphics, the two things I can think of that I still need to do are trigger (door) and animatable tiles, but they can come later. So anyway, anything related to how maps and the mobiles on them operate, this is the time to post your laundry list. Also suggestions for modifications, problems I'm not seeing, etc. w.r.t. the above requirements and clean ways to resolve the problems brought up would be appreciated.