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by bcrosby95
1713 days ago
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I've coded MUDs for about 25 years now, and I use a lot of these patterns in my code. Nice to see someone else thinks its useful. I think a key strategy that is not touched on too much in the talk is flexibility in your effect system, whatever your effect system may be. It should be trivial to take an effect (heal, damage, stat boost, etc) and let anything in your game apply it to actors with just a few lines of code: items, spells, tiles, regions, the whole game, etc. As an example, lots of games will specifically give certain classes hps/mana/better chance to hit/new skills as they gain levels. I just use my effect system for this. Now I can have items that give skills too, because items use the same effect system. |
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