Search results for "f6267c2d61875d67a8bf53b112413b76" in md5 (2)

/v/ - 30+ thread
Anonymous No.719759934
30
>Did you play any games this week?
I played Prodigal. It's a 5/10 zelda-like. Great pixel art, not the best game design and really lacks sound effects. I don't recommend it but incase people are interested.
https://store.steampowered.com/app/1393820/Prodigal/
>Are you excited for any upcoming games?
Silksong
>What is you ol' reliable game that you always come back to?
WoW private servers.
/vg/ - /agdg/ - Amateur Game Development General
Anonymous No.536400942
I'm going to describe my approach to an object interaction system in Godot. Tell me if this is retarded or overcomplicated (it probably is)
>I want the player to be able to see a list of possible interactions on objects within his radius. So if the player is in front of a door, there's "open/close", "lock/unlock", and if the player is in front of some food, there's "eat", "pick up", etc.
>When the player should be able to interact with something, then an InteractionSocket node, extending StaticBody2D, is added as a child node.
>The InteractionSocket holds a list of RefCounted objects extending an Interaction class.
>The Interaction class has two properties, "title" (EG "open") and "subject_title" (EG "door"), and a single "perform" method with the Player class as a parameter.
>When an in-game object should be able to have one of these player interactions, then it should define an inner class that extends Interaction, where the properties and method are set according to what's needed. So a door would have multiple inner classes according to the different possible interactions, like locking, unlocking, opening, closing, entering, etc. A corpse, on the other hand, would have inner classes defining actions like "butcher", etc. So any object can have an arbitrary number of possible interactions with arbitrary behavior
>The player object has an InteractionPlug node which looks for the InteractionSockets. When one is found, it's added to a dictionary: the keys are the Interaction titles, and the values are arrays of the Interaction instances themselves.
>When the player opens the interaction menu, the keys are displayed in a list.
>If a key is selected and the value array has a size greater than 1, that means that the player can do a single interaction on multiple possible objects. A list of the subject_titles are displayed. When one is selected, the interaction is performed on the according object, calling the Interaction's perform method with the player as an argument