I prefer using composition when possible, rather than inheritance. I think of inheritence as a necessary evil complexity saved for extreme circumstances.
Having a base class for units/entities I'm okay with. Right now there's only Avatar and Enemy so I didn't bother (my style of actually getting a project done: write it sensibly now, refactor it to be pretty later). It would be good to have a Unit class eventually because it'll help with moving NPCs or multiplayer avatars.
It's something floating on my to-do list that isn't a priority (better to write new features than refactor old ones while in Alpha). If you want to take a crack at it though, feel free. Simple is better -- if you spend more than one new class (e.g. Unit.cpp) I might not accept the solution.
Sorry to be a hardass about this, but I'll be the one looking at and maintaining this code for the rest of my life :)
I vaguely understand the concepts of branches and tags, but so far I'm not using them in Flare. So far they haven't been strictly necessary so I skipped it.
One (inconvenient) way to see which commit number goes with which point release is to look at the google code update history. https://code.google.com/p/flare-engine/source/list I'm the only committer, so it should be in order.
I got to use GitHub during the game jam. Pretty interesting.
For now I'm staying with Google Code just due to inertia.
I might consider GitHub down the road. I'm not going to just jump into it -- I'm unsure of how much more time I'll need to spend handling pulls/merges. I have no free time as it is.
c: yes, seems the engine is sloowwwwly maturing so that it's possible to do these things without code changes.
I do plan on adding those other things to maps.... basically allow map events to spawn powers. It will require code, but once it's done there will be all kinds of possibilities.
I prefer using composition when possible, rather than inheritance. I think of inheritence as a necessary evil complexity saved for extreme circumstances.
Having a base class for units/entities I'm okay with. Right now there's only Avatar and Enemy so I didn't bother (my style of actually getting a project done: write it sensibly now, refactor it to be pretty later). It would be good to have a Unit class eventually because it'll help with moving NPCs or multiplayer avatars.
It's something floating on my to-do list that isn't a priority (better to write new features than refactor old ones while in Alpha). If you want to take a crack at it though, feel free. Simple is better -- if you spend more than one new class (e.g. Unit.cpp) I might not accept the solution.
Sorry to be a hardass about this, but I'll be the one looking at and maintaining this code for the rest of my life :)
I vaguely understand the concepts of branches and tags, but so far I'm not using them in Flare. So far they haven't been strictly necessary so I skipped it.
One (inconvenient) way to see which commit number goes with which point release is to look at the google code update history. https://code.google.com/p/flare-engine/source/list I'm the only committer, so it should be in order.
Congrats to p0ss: his 3 dead trees is OGA's favorite!
http://opengameart.org/content/3-dead-trees
Check out our entries tagged Fauna: http://opengameart.org/search/art?keys=fauna
The entry with the most Favorites will be declared the challenge winner!
I got to use GitHub during the game jam. Pretty interesting.
For now I'm staying with Google Code just due to inertia.
I might consider GitHub down the road. I'm not going to just jump into it -- I'm unsure of how much more time I'll need to spend handling pulls/merges. I have no free time as it is.
Used here! http://www.detribus-game.com/
Mumu, very few games have power equality between the hero and enemies. If so, the hero would lose 50% of 1-on-1 battles.
c: yes, seems the engine is sloowwwwly maturing so that it's possible to do these things without code changes.
I do plan on adding those other things to maps.... basically allow map events to spawn powers. It will require code, but once it's done there will be all kinds of possibilities.
Thanks Alex!
I think I'll only do identify if I plan to have LOTS of cursed items, and the ability to equip unidentified items.
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