Hi Oren,
during these days I'm also designing a trigger system, and when I came up seeing your blog I've saw your post about triggering...
Anyway, do you plan to use scripting to define the consequences of a trigger? Or do you plan to design a simple hard-coded trigger system?
I found really interesting thinking about trigger system, because it is a common task but it also very game-dependent.
What's the focus of your triggering system?
I've comed up to a very simple and scripted-based design, based on the fact that object can have triggers. This is really interesting because moves the problem of the owner of the knowledge to a more based object level and provide a good power of customization and is data driven. A great problem is to "expose" the methods and variables to be used by the script.
Still, figuring out a clean design it really depends on your game.
Is your design object-based?
regards,
Demiurge
during these days I'm also designing a trigger system, and when I came up seeing your blog I've saw your post about triggering...
Anyway, do you plan to use scripting to define the consequences of a trigger? Or do you plan to design a simple hard-coded trigger system?
I found really interesting thinking about trigger system, because it is a common task but it also very game-dependent.
What's the focus of your triggering system?
I've comed up to a very simple and scripted-based design, based on the fact that object can have triggers. This is really interesting because moves the problem of the owner of the knowledge to a more based object level and provide a good power of customization and is data driven. A great problem is to "expose" the methods and variables to be used by the script.
Still, figuring out a clean design it really depends on your game.
Is your design object-based?
regards,
Demiurge