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Turn Based Framework – christo

christo
Member

Posts: 75
From:
Registered: 07-12-2004
I am currently working on a framework to use in turn based games. This could be considered a sub-project of my Babel-ution and Baby-lution ideas though I am designing it so it can be used in other projects. Not much of this is implemented at this point. Below is an overview of what I have planned.

Main question I have at this point is what to name it. Once I have a good name I will move most of this to the wiki and put a link in it's place.

The framework will not implement graphics in any way, just provide delegates to let the program using it know when to run different graphics. This is so that the framework wont be tied to any particular graphics engine.

Most of the calculations will be done through modifiers to the various objects.Each modifier can parse one string formula and contain a few other features that can't be done with only formulas. So this is not a fixed function one time use project.

Multiple turn based battle systems will be implementable. Planning to support both strict turn taking and speed/time based systems.

Items and Equipment will have types that can be used to limit equipping and provide modifiers that apply to all items of a given type. These types will unfortunately require a enumeration to be defined by the user and is limited to 64 types(64 for items,64 for equipment) since I am using 64-bit integers as a binary flag holders.This is not a limit on the number of different items, just the types.

All Character,Item, and Equipment data will be available even when the battle system is not in use so it will be usable as a character and item data storage system. This should help reduce data redundancy.

The character and skill classes will both support child classes of themselves to allow multi-part characters and skill trees. For skills that require a range the program using the framework will be asked(through a delegate) what characters are effected and maybe the percentage of the skill effect to apply to each one.

A few types of menus will be logically implemented(might be keyboard only since a mouse would probably require locational data which I would rather leave to be implemented outside of the framework)

Eventually there may be a formula based AI for the battle system(this will probably be among the last features implemented).

May include constants at some point that limit certain functions to improve performance and memory usage.

Language:VB.Net 2005(.net 2.0)

If you have comments feel free to post here.

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Best turn based system - Mechforce on the amiga. Technically it counted in 1/1000's of a seconds(I think). This way the what to do when things happen at the same moment did not happen often.

Give your system the ability to count in very small amounts and through them quickly.

christo
Member

Posts: 75
From:
Registered: 07-12-2004
Was kinda planned already. Though this did make me think of the possibility of mathematically calculating the times in battle and using idle cycles for the time feel.This would increase my accuracy significantly.

Never owned an amiga, the game that I use for a reference on the time/speed type systems is Grandia for the Playstation.

christo
Member

Posts: 75
From:
Registered: 07-12-2004
Here is the source for the formula parser I created for this project. May still be buggy as I haven't tested it much. Made this parser because the pre-existing ones I found seemed too complex,large,or incompatible. Language is VB.net 2005.

http://home.earthlink.net/~silentlightning/Eval.zip

Hopefully it will be useful for someone while I work on other parts of the project. Please let me know if there is a bug or any ways to speed it up.

Comments need not be limited to the parser.