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recreation design – Dealing with infinite combos


I am engaged on a recreation the place entities may be affected by ‘statuses’ that may have an impact in response to any entity occasion (lost_life, turn_began…).

I am trying to find good methods of dealing with this type of combo, the place an entity have each statuses:
“On taking harm, heal 1”
“On therapeutic, take 1 harm”

Till now, methods i thinked of are:

  • Solely enable computerized responses to direct actions (So a standing will not set off one other):
    Not acceptable because it restrict an excessive amount of the sport design.
  • Concentrate whereas game-designing to not have round interactions:
    Not acceptable as I need an open modding interface.
  • Detect when a loop happens programmatically:
    Appears unattainable because the loop can theorically be infinitely massive.
  • Having a most quantity of nested resolving statuses:
    Really my greatest guess.

I searched informations about that on-line, however could not discover extra related info than the foundations of bodily card video games as Magic or Yu-Gi-Oh. These could possibly be helpful, however I did not discovered something about their implementation within the associated videogames.

Are you aware any method to deal with this type of habits ?
Or any useful resource on the topic ?

Thanks.

Edit:
I ought to have mentionned that my recreation is flip primarily based, and statuses are known as sequentially, therefore all taking place in the identical body.

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