Re: RoR Game Concept; Need Programmers and Artists
Okay I'm trying to design an engine to run this.
Here's the outline if anyone's interested.
There are four kinds of objects in the engine:
- Lilliana
- Platforms
- Enemies
- Neutrals
All objects have a hit area. When two hit areas overlap, that's a collision. The engine nudges the objects away from one another to prevent the overlap, and then notifies both objects that there was a collision, and tells them what they collided with, and from which direction.
If Lilliana collides with an enemy, she immediately takes that enemy's type, looks up in a list which animation to switch to for that type of enemy (the animation might also depend on stuff like whether she was crouching or standing when she was hit) and plays that animation.
The enemy, meanwhile, looks up a global flag (a true/false variable that all objects in the engine can access). This is the "girlIsBeingScrewed" flag. If it hasn't been set to true yet, the enemy vanishes sets it to true until it gets set back to false. If it's already been set to true, the enemy does nothing. This is to make sure that if by chance you collide with two enemies simultaneously, you only get screwed by one of them.
As soon as Lilly's done playing the animation of her getting fucked, she sets the girlIsBeingScrewed flag back to false, meaning she can now get screwed again, and the enemy that was screwing her reappears.
...then there's Neutrals, which are stuff like levers and doors and buttons. I haven't worked out the details yet for those.
Okay I'm trying to design an engine to run this.
Here's the outline if anyone's interested.
There are four kinds of objects in the engine:
- Lilliana
- Platforms
- Enemies
- Neutrals
All objects have a hit area. When two hit areas overlap, that's a collision. The engine nudges the objects away from one another to prevent the overlap, and then notifies both objects that there was a collision, and tells them what they collided with, and from which direction.
If Lilliana collides with an enemy, she immediately takes that enemy's type, looks up in a list which animation to switch to for that type of enemy (the animation might also depend on stuff like whether she was crouching or standing when she was hit) and plays that animation.
The enemy, meanwhile, looks up a global flag (a true/false variable that all objects in the engine can access). This is the "girlIsBeingScrewed" flag. If it hasn't been set to true yet, the enemy vanishes sets it to true until it gets set back to false. If it's already been set to true, the enemy does nothing. This is to make sure that if by chance you collide with two enemies simultaneously, you only get screwed by one of them.
As soon as Lilly's done playing the animation of her getting fucked, she sets the girlIsBeingScrewed flag back to false, meaning she can now get screwed again, and the enemy that was screwing her reappears.
...then there's Neutrals, which are stuff like levers and doors and buttons. I haven't worked out the details yet for those.