Stendhal Achievement Development: Difference between revisions

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** check if player has fulfilled an achievment
** check if player has fulfilled an achievment
*** "polling" every x turns via TurnListener, but could be a bad idea as checking might be expensive
*** "polling" every x turns via TurnListener, but could be a bad idea as checking might be expensive
*** "telling" when to check, similar to tutorial events
*** "telling" when to check, similar to tutorial events or when raising game events (we have possibly the type here)?
*** store reached achievements as string set in player object
*** store reached achievements as string set in player object
*** how to store in-between results?
*** how to store progress for a certain achievment?
**** using a map?
**** key = achievment name, value progress value?
** find a way to conveniently add new achievments
** find a way to conveniently add new achievments
*** building block system similar to ChatConditions?
*** building block system similar to ChatConditions?

Revision as of 17:35, 6 July 2010


  • collect more achievment ideas and nice titles at Stendhal Achievement Ideas
    • gives hints for further design decisions
    • can help structuring achievments into categories
  • Should achievments be visible within the game? (low prio)
  • technical implementation of achievments
    • database table(s) to display achievments on website
    • check if player has fulfilled an achievment
      • "polling" every x turns via TurnListener, but could be a bad idea as checking might be expensive
      • "telling" when to check, similar to tutorial events or when raising game events (we have possibly the type here)?
      • store reached achievements as string set in player object
      • how to store progress for a certain achievment?
        • using a map?
        • key = achievment name, value progress value?
    • find a way to conveniently add new achievments
      • building block system similar to ChatConditions?
      • categorized bye type of event to determine whe to check, i.e. killed x creatures of type y condition should only be checked when having killed a creaure but not on looting an item