The Command lists
Hello! Michael Faux here, with the first devlog of the project. I'm working on a lot of the systems in the core gameplay.
Since we started this I've been trying to figure out a good way to do commands for units and buildings alike. I wanted a simple structure able to be sent to the UI for population of the interface and such. There are a lot of ways to do this and it was a struggle to find a solution I was satisfied with. I didn't want to store extra copies of blueprints.
I have finally settled on a combination of a data table for the cost of each production command. I'm using a custom Struct for sending any relevant data to the units and building. Each structure and unit will have a list of commands they have, to prevent needless searching for extra interfaces. The commands are put into an Enum to make selecting each one simple. The data table will also be a great tool later on for balancing the game. We can easily see the costs of different items and I plan to have a single reference to each buildable listed here as well. Changing or adding units, researches, or buildings will be really simple going forward.
Get Real-Time Skeletons
Real-Time Skeletons
Status | In development |
Author | TailByte |
Genre | Strategy |
Tags | Hex Based, Indie, Medieval, rts, Singleplayer, Unreal Engine |
More posts
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- Issues with AI 3: Return of the Electric Sheep2 days ago
- More Command things2 days ago
- Widget Component Misalignment in RTS UI2 days ago
- Issues with AI 2: Electric Boogaloo8 days ago
- Level Generator Ramp Placement8 days ago
- UI Timer Trouble10 days ago
- Issues with AI15 days ago
- Basic Level Generator15 days ago
- Pause Menu15 days ago
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