[CF-Devel] A brief introduction, and some thoughts
Andreas Vogl
andi.vogl at gmx.net
Sun Sep 30 08:16:05 CDT 2001
Mark W. and Tim R. wrote:
>
> My object classification was really starting at the top level, eg:
>
>
>
> monsters, players, items (everything that can be picked up),
>
> background/terrain, spells/effects/skills
>
> [...]
>
> In terms of slash/bash/poke, if you really wanted added reality,
>
> you could actually make that different attack types - basically split
>
> phyiscal into those three areas.
>
>
[...] the right thing to do is to go into the monsters and
>
fix them up WRT the new attacktypes. [...] It definately can be
>
done, and as it is worked more and more into the maps, [...]
Consider: Splitting physical attack would require a redo of
huge parts of the code, the maps AND the arches!
I have the feeling that this discussion is getting slightly out of
hand. So far I think the following main topics have been covered:
o Seperating skills into a tree-like structure
o Splitting physical attacktype into different subtypes
o Creating a guild system to use tree-like skills
o Reworking the karate-type skills to have new features.
o Redoing the object structure to have tree-like structure with
type/subtype/subsubtype
I believe that each of the listed features would keep one person busy
full-time for more than a month (at minumum). Most of these topics have
been discussed several times in the past too.
Hence, I think we should focus on *one* of these points,
get a consens how to do it, and then write the code for it.
Otherwise we end up concluding that *everything* should be redone,
and that it is too much work, so it can't be done. ;)
Andreas V.
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