Sunday, January 27, 2013

1st Sprint

QUEST MANAGER
My task was to create a quest manager, something that would manage chaining quests for the game level, popup messages for each new quest, populate the HUD minimap, and let player know that the quests are successfully finished. Blake and Ron were nice and helped me and gave some ideas how to do this.
 
IMPLEMENTATION
I am assuming this QuestManager object will be inside the Level.cs where all items to collect will be available and passed through the quest manager's constructor. I think I have a working skeleton I just need to pull some data from Ron's new Level object to populate collectibles (items to pickup)

PROBLEMS
I am having problem with figuring out what collectibles (items to pickup) are for which quest though. Also I am still trying to understand the code. I was updated on the new ways of doing things in game development. It looks like class inheritance may be replaced with components and factories. 

IDEAS
I am starting getting ideas how things with quests may be simpler but don't know yet how to implement it. For example popup messages and actions when picking up the quest may be automated inside the onCollide method of each collectible item. Then there may be some global listener listening for this collisions and firing (or incrementing some counter for) the next quest and also checking on if this is the last quest.

No comments:

Post a Comment