Stu's Rusty Bucket

Combat

Now that I finally have a working PSP backend playing nicely for the last week, I nutted out the flow and pseudo code for the combat engine. Looking at the top level flow of 25 lines is nice. It looks so much more do-able than the initial impression.

What is it really, but another abuse of the tile engine utilising different sized tiles (1x1, 1x2, 2x1, 2x2).

Some of the top level stuff is really basic (initialise the loot list to be empty), to the hard (determine placement of enemy parties on map)…

Some things are only as hard as you make them for youself. Right now I am still debating if I will ‘blow’ up and enlarge the current map into the combat map, or load a predefined map based on the square the party is standing on and the square the enemy is standing on (thus allowing ship to shore etc)…

I’ll keep mulling the top level and low level descriptions for a while so I can go in and implement it all at once and not have to do huge backtracks because I overlooked something silly or important smile

Posted by on 03/17 at 10:48 AM    
Filed Under : ComputersDevelopmentFishguts
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