Game Development

Blog 827: Variables

RPGs need to have memories. Characters need to remember that they’ve been spoken to. Quests need to remember that their objectives have been ticked off. Incidental asides need to remember that they’ve already occurred. Enemies need to remember that they’ve been killed.

A lot of these cases are handled automatically by the appropriate subsystem. For example, Exon has a whole, discrete quest system that handles objectives, their completion states and how they show up in the Datavault.

But sometimes that’s not quite right. Sometimes, you just need a dangling Boolean flag that can be checked now and again.

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Game Development

Blog 790: Triggers

So I have a level editor for Exon. It’s still a bit sketchy around the edges, but it does the job: I can place decorations and modify terrain and live happily ever after.

But in a singleplayer RPG, decorations and terrain are only half the battle. These things have no life but the life I build into them, and that means I need a level scripting system.

Can you see where this is going? Oh yes.

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