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Not every game needs as much flexibility as the author suggests.

That is the thing, the way our system got put together it isn't flexible. Weapon damage got separated from weapon animations, so now there is no way to dual wield or have shield bashes because there is no way to link damage to the weapon animation. That happens often in our system, things are sliced and diced so finely that you assemble everything out of these little blocks like lego but they are devoid of context so it is impossible say this is apart of that. That is fully a problem with our specific design not the general strategy.

  Also it is rather slow. We store our entities in a database, so the ORM auto generates a 40 table join to check for all the different components we have(performance issues? like hell you say.)  Also for some reason we keep our game objects devoid of all context so there is no way to tell if you have an npc or a potion without examining all the components it has and making a guess.  Basically in our case the flexibility is a lie.  Sure you can gin up any set of components you like but you have no clue how the system is going to react.


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