It looks like what you would essentially like to do is create a game engine (like RPG Maker) or a game with some modding tools with the ability to create custom semi-defined object (like Skyrim). I've heard my friend say that Pokémon does this with a data structure, so data structures are also appreciated. Now I'm not asking for a direct answer, though those are greatly appreciated, I'm talking mostly about how such a format would look like, so real life examples for existing videogames are greatly appreciated. Tldr how would I go about a format for moves/abilities such that it is compiler independent(might be the wrong word, but means can be read and translated). How can I program my moves/abilities in such a way that it can be interpreted by any compiler, regardless of language, so that there is no re-coding moves for different languages? Now suppose I wanted to make this game open source and allowed people to make their own builds/rebuilds or online versions, where they might use a different language. Set_flags()//flags like invulnerability from moves like dig, fly, etc. delayed buffs/debuffs, setting next move, i.e. def move_name():ĭo_primary_effect()//damage, status effectĭo_secondary_effect()//on hit effects, side-effects, Suppose I create a turn based RPG in the veins of Pokémon, with a lot of moves and abilities, that would have elements of hand made code, in cases for special effects after a successful attack or status effect, for example, a status buff every turn, or an automatic attack every turn (think rollout or outrage from Pokémon).
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