Semaphores: Flag Waving
I posted this question to the tile/iso forum, but it''s probably more appropriate to general game developement and so I''ll ask here not knowing how much cross-pollination the forums get.
I want to know about systems for handling flags. For games like Ultima, Baldur''s Gate, Darklands, etc. there have to be thousands of flags to denote how the game world has changed. At the very least, there has to be some system that can get information from these flags, knows when to get it, can differentiate between different flags (one flag may be relevent to conversation options, another to monster behavior), can translate this information into meaningful code for the engine to execute, can link flags to each other, knows how to add and remove flags, and so on.
For such an integral part of the game - one that''s going to be in all games whose worlds change over time or which have non-linear plots - there''s little to no information about how to code a system that''ll handle flagging, not to say one that is flexible and elegant.
So, would anyone who''s devised this sort of thing care to share, perhaps abstractly (no code), on how they went about designing it? Or, could someone offer a pointer to some sourcecode or theory article out there somewhere? I''m hoping so. Of course, I''d also be glad just to try and brainstorm up a good system, but moreso, I''d like to hear from anyone who has already programmed such a thing during the course of game developement.
Thanks.
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