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There are a number of groupings for teams. In increasing grouping concepts:
Individual entity: Each entity is whole on its own.
Object: Entity components. Each group of components is a whole.
Object + spawned objects: Objects spawned by other objects are considered a whole.
Teams: Groups of players form a team.
Clans: Multiple teams form a clan.
...
Game play mechanics tend to be concerned with level 2 through 4:
Level 2: Allow spawned objects to hit / heal self.
Level 3: Free for all / enable friendly fire.
Level 4: To win a round, only players from one team must remain.
Level 5 and above would be social constructs, potentially implemented later.
One way of implementing this is to have a component per grouping, and have a list of filters (in decreasing order?) to determine if an Interaction interacts with a Body.
The text was updated successfully, but these errors were encountered:
In GitLab by @azriel91 on Jun 25, 2019, 10:27
There are a number of groupings for teams. In increasing grouping concepts:
Game play mechanics tend to be concerned with level 2 through 4:
Level 5 and above would be social constructs, potentially implemented later.
One way of implementing this is to have a component per grouping, and have a list of filters (in decreasing order?) to determine if an
Interaction
interacts with aBody
.The text was updated successfully, but these errors were encountered: