A party-based, first-person, fantasy CRPG with phased combat, class-based character progression, and programmer-art. I called it "old school" until the term got trendy. It started inspired by Wizardry VII and the lack of a free open source alternative. Today we are living in the indie revolution and there are far more influences, but the game still clearly shows its Wizardry lineage. It's playable end to end, but there is a lot more to do before it's done. This blog tracks that work.
Wednesday, June 26, 2013
Where we are
...is deep inside refactoring the foe data model. This began with moving desired PlayerCharacter functionality into a base class (lamely called UnifiedActor, but we can get back to that). Common data includes race, class, gender, name, level, body parts, equippable slots (generated from body parts), stats (which includes modifiers and resources) and spellbooks. This involved some refactoring of the data model - races need to specify body parts, body parts need to specify how they generate equippable slots. Those data model updates are where I'm at now. The PlayerCharacter interface remains intact and backwards compatible, and inherits from UnifiedActor. After that I'll start on integrating it into the Foe data model. I think I can do this without touching any of the data in the foe database... at least initially.
Labels:
development
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