Still *deep* in rehauling the very foundations.
Who could have thought that browsing Wikipedia about supercontinental cycles could give you ideas!
My former Logic, bloated to unsustainability and stifled by being the root managed object of the graph, split apart like Pangaea -- and things are becoming so, so much simpler!
Each of the resulting entities is quite manageable, I am in process of stuffing them full of methods scavenged from my old TAbstractLogic and organizing their interactions.
Also, the root managed object of the graph that goes into a sav, is now a transient thing, created just before serialization and disposed of after deserialization. Thus decoupling save file structure from the actual data structure.
I would never get anywhere with layered lag compensation had i not made this split.
Will also help me nicely to separate GUI (a local client entity, not existent on a dedicated server) from the game world.
I am positive I could present a lag-compensated multi-player rotating cube this autumn.
About first person shooters: with the exception of occasional delves into Brutal Doom, I prefer team multiplayer games of a run-and-gun variety. Namely, Jagex Ace of Spades (before it went down) and TF2. Unlike the mindless npc slaying of single-player shooters, those are tactical struggles against fellow humans, your equals in cunning, and working with your team to achieve set goals (usually capturing/holding control points, capture the flag or defense against the other team dragging a bomb towards your base).
When I finally release my design document for my planned game, you will see it's basically an AoS clone with ideas borrowed from TF2 and some of my own.
When I initially laid foundations for my engine, I wanted to make a 4X game -- maybe that, too, in time. Too ambitious, just like me struggling for years trying to one-up Unreal Engine instead of making a game.
TL; DR: snipers are anti-thesis to run-and-gun. Like in Open Arena: you have a fun rocket duel, then comes some killjoy with a railgun. Not on my watch. All my planned weapons are projectile-based.
Bookmarks