Dev Diary #5
Added 2016-07-26 14:12:40 +0000 UTCHey guys,
Seeing as we've gotten some key frameworks in place recently, the next task has been to optimise and improve. Being an arty type, I tend to think of it as sketching it out to make sure it all works, then committing it to the picture with linework and colours.
Crimson's own description of what he's been doing:
"Previously, when connecting state stores to game views, and game views back to state stores, I had to attach all of that stuff manually in the editor. If I marked a particular view as a mouse position receiver, for example, I had to manually ensure the input handler that tracks mouse position had a reference to the view. Further, I had to use code during Awake to connect the view to its receiver so that the view would receive the mouse position messages.
Now, adding a receiver script to a store or view automatically connects the receiver to its target, and automatically registers the receiver with the appropriate message dispatcher. All I have to do is write a handler for the message in the target component. This saves me a ton of time in setting up new stores and views, and ensures that I don’t forget to connect the dispatcher to the receiver (which was previously a frequent source of bugs)."
So, while Crimson has been doing that, I've been working on the math behind combat. How we calculate damage, how much a point of armour is worth, how that scales with levels, how weapons affect damage rating, how a particular move improves or degrades damage output, and so on. I've gotten it to a point I'm happy with so far, all that's left to do is finagle it a bit to work in resistances and how elemental damage will factor into it later.
Today I'll be mostly busy with a family barbecue though, and in British tradition the excellent weather looks like it's about to take a break and rain just in time. Soggy sausage, anyone?
Until next time!