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    Floormaster Imzogelmo's Avatar
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    I don't feel like it's ignoring... but events in the sense I'm using them pretty much *is* the game.

    Add character X to party Y? - that's an event (command)
    Load map X? - that's and event too
    Add X HP to character Y? - still an event...
    Launch battle with troop X? - event
    Walk X steps right, face down? -- quasi-event, subsystem movement
    Set event bit 1234 (indicating you just killed Garland)? clearly that's an event too.



    Will the actual event commands be something that can be built later, or is it, as I suspect, that we will have to make them good enough, and flexible enough, that they can handle whatever situation a game-creator should want or need to throw at them? (I picture the event engine as the glue that sticks the good stuff together).


    Also, this...
    Case 3: Commands, Spells, Skills, (whatever else?) have a mini subset of a simple experience point system that can be tracked and modified. ...Still not entirely sure about this except that it should be able to work in some sort of tandem with these:
    * Skills - Each character can have multiple skillsets.
    * Spells - Each character can have multiple spellbooks.
    * Abilities - can be learned by various means.
    * Classes(Jobs) - need to be able to track lv, exp, other(?) by each character.
    * All of the above can be 'learned' at some given rate by exp or AP.
    I'm curious about how all of this can work generically. Maybe I'm not seeing the forest for the trees here.
    Last edited by Imzogelmo; 02-04-2013 at 11:25 PM.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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