I am still plugging away at the NetSplit IntFiction game in the WorldWeaver engine. This time around I'm doing a bit of planning as I go, hoping I don't hit a wall like previous attempts. One thing I'm noticing is a lot of redundancy in the commands and events to accommodate logic cases.
For example, if an event is checking an attribute and then changing that attribute it seems to result in both cases firing. One workaround is to use the fail_event attribute and this is most likely sufficient I just need to remember to use it, otherwise I end up with one node for each logic result, and I have to be careful bout where I do the logic check.
Maybe I need to add a case statement logic eval. And I need to double check the order in which I process logic and messages. Logic should be done first, then the messages. This will hopefully make logic cases more intuitive and less redundant.
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