Re: Just spent 5 hours bug fixing HLA Adventure (my head's about to roll off!)
- From: "Beth" <BethStone21@xxxxxxxxxxxxxxxxxxxxxxx>
- Date: Wed, 08 Jun 2005 05:39:36 GMT
Paul wrote:
> Fixed errors with the "go", "take" and "get" commands. No longer can a
> player type "get barrels" or "take town" and have it say "Taken."
>
> These changed weren't trivial, simply because I had to keep going back
> to the code, making change after change, to try to fix where the errors
> were. Finally determined that my parser suffers from "pasta code" and
> the "str.index" grue. (It is dark. You see "str.index". You are likely
> to be eaten by a str.index grue.) :)
They _WOULD_ have been entirely "trivial", if you'd used an "engine" design
from the beginning...yeah, sorry, it's your "daily nag" to use a "game
engine"...indeed, I could not even see these "bugs" as being particularly
likely or possible, if the right structure had been taken from the start
(for example, in Randy's AGE system, he has different "types" of object and
only "take-able" objects would have the "Take" method available, allowing
it to be possessed by the player)...
I repeat, _ALL_ computer games (of any size, quality or good design) are
"engine-based"...from platform games to puzzle games to 3D games to text
adventures and beyond...they all, in the end, are run by an "engine" which
reads "level data" of some kind and then follows "rules" (the game's "laws
of physics", if you will) between this "level data" and the characters
(player and non-player)...
Just a thought for you there...a little "hint" :)...
Beth :)
---
"I should have clarified it by my statement. I just clarified it by my -
not should have - I just."
[ George Walker Bush Jnr., just "clarifying" the situation ]
.
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