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Traditional Roguelikes (Turn Based) / Re: Rogue Wizards (now available) $
« on: October 06, 2016, 11:46:27 AM »
It's as meaty as vegetable broth. Looks deceive. It's casual and kinda dumb.
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lastly no how could i've known that?! deaths(fuck you nethack)
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An example I read elsewhere that made sense, was consider a healthy mob. There's no reason for it to have a health component. It isn't wounded, so its automatically at full health. Since our natural healing process only runs on entities which have a health component, it'll automatically skip the ones at full health. It'd be pointless to process them anyhow, but without a health component, its an automatic de-selection.
What do you do when the mob gets wounded? Simply add a health component to the entity that represents the mob. You can apply the same general ideas to command flow, to effect calculation, and so on. It gives a nice, well defined, clear step by step route through your code. That is the Systems part of ECS.
Even if they are turn-based, if actions cost *varying* amounts of action points/units (or whatever it's called), then it starts again making sense, no? My in-the-works game plans to use such a system, so I'd be interested to hear any strong (but reasonable) opinions against such a systemActually, it still does not. If I press the attack buttons very fast my rusty thoroughly corroded -5 tin opener will do more damage per second than your broadsword.