Monday, 16 June 2008

Boosted, boosted encounter code

Dozens and dozens of little and bigger changes are being made to the encounter code, especially the part which abstracts the description of encounter unit topology - lineups in encounter information (containing all information of units and topology of the encounter), encounter unit (common superclass for EntityFragment [roaming groups] and PersistentMemberInstance [NPC]), encounter unit data (for representing a unit with more detailed data in a given encounter, temporary data like generated member instances, current lineup line) -- lotsa lotsa changes I'm not patient enough currently to describe (most of them are a lot of helpful classes to make encounter logic code's calls more uniform, adding generalizer helper classes etc.) ...

Well, the most important change that has been made is that now EntityInstance groups are refactored to contain only one type of units each, thus in an encounter a group can be represented with only one 3d unit (like in Heroes of might and magic for example). In 3d view now you'll see a 3d unit with billboard labels describing unit lineup line/type and current size to help easy measurement of encounter/combat situation. Check the screenshot. So lotsa changes, yeah! :-) And still working a lot now on the turn act phase logic + its visualization. Tough designing and coding times.

Also to make it a little more nicer, I've added partial transparency for the encounter and turn act phase windows - you can see the units behind the window giving a more aesthetic look, probably.

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