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Speed and time system #64

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surrsurus opened this issue Feb 21, 2019 · 0 comments
Open
2 tasks

Speed and time system #64

surrsurus opened this issue Feb 21, 2019 · 0 comments
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difficulty:complex Issue requires an in depth knowledge of the game, underlying mechanics, and design to resolve eq:code Issues revolving around core code and modules that need improvement eq:design Issues revolving around design and balance of the game

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@surrsurus
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Feature/Issue

Good roguelikes are separated from others based off several key features, one of which is a comprehensive speed and time system. The idea here is to incorporate a simple time system detailed here.

Possible issues

Several considerations to the existing architecture will need to be considered:

Unknowns

  • How will creatures be ordered into the queue? The player will go first but how will other creatures organize themselves? Is it necessary even?
  • How will non-creature entities be registered? Poison should proc every time it takes its turn, but how will ownership affect this? Should statuses like poison even have a turn? Should creatures simply hold a vector of properties that get applied every time they take a turn?

It seems like a lot will need to be changed about the ways creatures, AI, and items interact with the world.

@surrsurus surrsurus added eq:code Issues revolving around core code and modules that need improvement eq:design Issues revolving around design and balance of the game difficulty:complex Issue requires an in depth knowledge of the game, underlying mechanics, and design to resolve labels Feb 21, 2019
@surrsurus surrsurus added this to the Edgequest Rust Revival milestone Feb 21, 2019
@surrsurus surrsurus self-assigned this Feb 21, 2019
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difficulty:complex Issue requires an in depth knowledge of the game, underlying mechanics, and design to resolve eq:code Issues revolving around core code and modules that need improvement eq:design Issues revolving around design and balance of the game
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