Monday, March 16, 2009

For the first time in millennia... Progress

After removing ODE from the project, I have broken down many of the hindrances that have plagued our project from the beginning, now that the effect radii are working properly (movement radius, attack radius, skill radius, et cetera) I have created several new classes: a base class called Action, from which Spells and Items both will be derived--this allows for a great deal of polymorphism, and reduction of redundancy, in that, instead of determining whether the character has used an item or a skill, just say that the character used an action, then have the subclass itself implement the details. This eliminates the need for a bunch of if-statements, and makes the code a lot cleaner, in general. I have the targeting working, now I just have to implement generic targeting based on the radius of the selected skill (which, with this scheme, 'attack' just ends up being a specificity of a skill--albeit one that has a small radius, a single target, and no mp cost). As of right now, I am working on some of the particle effects, and researching how to get text to appear (without using an overlay). So yeah, things seem to be on track... until the next error. :)

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