To add a bit more, Dungeon Siege uses parsed C Style scripts for every object in the game, the messages are handled like:
The map making tutorials give reasonably detailed descriptions of the how the engine works, try looking over some of the tutorials here: [url]http://www.dungeonsiege.com/siegeu.shtml[/url](300 is programmer orientated) if you want to find out how it works more specifically.
The game uses an interesting inheritance method for tracking objects that acts as a kind of treeview, if might be useful for people in future, but they use a structure sort of like:
This seems to make everything simpler to keep track of because you can categorise everything. People might find this useful in planning games in future(it really only applies to RPGs however)
Code:
Start State Waiting$ {
TriggeredBy EnterActiveMapArea {
SetState Start$
}
}
State Running$ {
TriggeredBy LeaveActiveMapArea {
SetState Waiting$
}
TriggeredBy UserActivate {
//Do Something
}
}
The map making tutorials give reasonably detailed descriptions of the how the engine works, try looking over some of the tutorials here: [url]http://www.dungeonsiege.com/siegeu.shtml[/url](300 is programmer orientated) if you want to find out how it works more specifically.
The game uses an interesting inheritance method for tracking objects that acts as a kind of treeview, if might be useful for people in future, but they use a structure sort of like:
Code:
Interface GraphicalObject
Graphical data+animation stuff
Class AGameObject
General Game stuff (Location for example)
Get GameObjectID As Int32
Class StaticObject :Inherits AGameObject :Implements GraphicalObject
Mesh Data, translucency, misc graphics, animations, Can be interacted
(Objects that cant be interacted with[decorations like displays])
Class CrateObject :Inherits StaticObject
Whats inside (object), shatter effect, can be shattered
Class ChestObject :Inherits StaticObject
Whats inside (object), etc
Class GoldObject :Inherits StaticObject
Value
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