Elysian Shadows
All posts with the tag: engine

Character Concepts Continued

Originally posted by SofaKing (Mitchell Miles) in our Private Development forum on 6.18.10.

ok  i am back online that fucking bitch launched my laptop into a brick wall.

i now have a full understanding of what we are looking for aesthetically in game and production side ,i am currently reworking the characters to basically look more fantasy but not over the top ;) ,also i have been working heavily on town one,mapping most of it out already ,i am currently working one a logo for us as well.

[b]Drunken scholar Choices[/b]

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Dynamic Component Registration

Originally posted in our Private Development Forums on 5.10.10.

So I have found the absolute [i]best[/i] way to solve the whole "run-time Component allocation" fiasco. I'm very pleased with myself. :D

[b]Problem[/b]:

Let me give you a description of our problem. Have a look here:

The cause of frustration may not be immediately apparent. When the entity is constructing itself, it must construct each of its own components. So what's wrong with that?

The Entity has no way of knowing every component type. The solution for the time being was to hard-code cases into the ugly switch statement so that we can manually initialize individual components at load-time. 

This solution is pretty undesirable, as this means that every time we create a new component, we must also add its case to the Entity's component construction list. Fuckin' gross.

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