HowToWriteAdventureGamesUsingArianne: Difference between revisions
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A first draft of the game world looks like this:
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However, this simple system is powerful enough to code nearly all games easily: both real-time and turn based games.
One of the main issues in the game design is choosing a turn time for the server. It should be based on the type of game we are making. For example, a real time strategy game will need turn times of around 300 ms, while a turn based strategy game will work fine with 1000-1500 ms of turn time. Turn based games save a lot of bandwidth compared to non-turn based however note that the lower the turn time, the higher the bandwidth usage. Also remember that, the lower the turn time, the higher the CPU usage.
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An RPObject is also built up of Slots. A Slot is a container of objects, much like a pocket, a bag, a box or a hand. The point is that if our objects need to have objects inside them, or attached to them, you need to use Slots.
All the dynamic changes to the world are made using Actions. An RPAction is also made up of attributes. You must redefine the default attributes of the action object so that the action becomes specific to your game.
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The whole game area will look like:
It is split into 5 different areas to use the multizones feature of Arianne.<br>
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To set these values we have run a simulation until we have get the right look in the graphs.<br>
[[Image:Caverat Fight.gif]]
====Wolf====
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To set these values we have run a simulation until we have get the right look in the graphs.<br>
[[Image:Wolf Fight.gif]]
=== Experience and levels ===
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