From: Brian T. <bri...@ho...> - 2001-01-13 14:42:34
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> > A Object should have: > - Position, a 3D point indicating position. Can we tag this as a person-object position when they have picked it up it'll make it quicker than keeping track of each item in inventories. If one object is contained inside another it moves positions a dragon swallows a sword, the sword stays in there until the dragon is cut open(is this going to be possible??) > - Orientation, a 3D angle ( Yaw, Roll, Pitch ) indicating oriention of > the object, Perhaps a single angle could do the work ( Roll ) but I > put the three for completionl. Same as above, orientation of object is unimportant in backpack. But we should choose one face of the object which will normally be up when it is laying on the ground and simply use that as the normal to determine orientation, and perhaps for display in the backpack. > - GFX Asociatted, this will be something that tell us what thing to draw > when we recieve this object. Are we going to do 2d renders of the object, tie them to the same object and have the 2d clinet use them?? We could also have animation effects tied to that specific object, for battle purposes using this object in certain ways looks like this... Or how about fairy dust or magical effects around certain objects, like glowing or a pulsing glow. > - Status, this tell us how the object is, for example, running, combat, > sleeping,... This is just for the GFX so perhaps should be part of GFX. Perhaps each type of attack as well, I think this is good if we track it we only have to display the gfx item that is in the table for that status and for each attack it could be a sequence of positions for the attack. This will also help with the RP side when is the last time it slept when is the last time it ate. > - Volume, this will be given by an 3D figure that will evolve the > object. Some will be cylindres and other will be boxes or even flat > squares. I would augment this and say size and containable volume seperately. To determine if an object is too big to fit inside another thing. A dragon is this big and can swallow this much, think of the previous example of swallowing a sword. > - Weight, this is a simple value containing the weigth on Arianne Units > of Weight ( 1 AUW==10 g). > - Material, this is a object, that contains the "main" material and its > propierties. It can be empty. > - Durability I think we should define certain materials as disgestible or in digestible, probably based on the durability table, then each living object could digest up to that durability. What is the durability of an apple??? Just think of the RP system versus RP manager, making it all work. > - Motion This will depend on terrain as well so I'm unsure how we actually track how far it'll move when pushed, maybe multipliers for slope and terrain. > - Encumberance Maybe we could tie this directly to size. > - Age, in Arianne Years? I would do this as days and just have the objects beginning day stored in a data field, thenm a comparison to todays date is simple enough. > > - List of Linked Objects, a object can be compound of several object so > this relation is placed here. > We use for that task the ALink class, that has: > - Link type {static/moveable/breakable/ ... } > - Object that is linked. Backpacks is a good example for this. > - Behaviour, this is the the expected behavior of object to some basic > Action. This one still has to be done later. A dancing sword could dance!? > Then we have a NPCObject, that is a subclass of Object. It should have: > - Gender > - Attributes > - Modificators > - List of Abilities, is this a fixed set? I think we should have, if possible, NPC that are adventurers as well and that look for skills to improve. I think these NPC's could then be soucres of learning for future adventurers (roving teachers of sorts) and it'll add some depth to the game. > - List of Skills, is this a fixed set? Again I say allow some NPC's to learn. > - Concept, this store what SMALL, NORMAL and such adjetives means for > the Object. This is part of the AI, and as behaviour should be revised. We need a descriptive adjective list and a list of all types of things that are possible in arianne for the same reasons. > Also I have done a small draft of what actions I consider important. > - Explore Object > - Attach Object to Object This will help when it comes to manufacturing skills > - Dettach Object from Object Are arms and legs detachable?? > - Get Object assuming simply to place in hand. > - Put Object could we use this for on the ground and in the backpack as well, and then link the object to the backpack. > - Exchange Object by Object. ? From backpack to person or person to person or both. Or is this swicthing objects in each hand? > - Use Object on Object > - Manufacture Object using Object > - Destroy Object Lift Object and Move object by object There are probably more possibilities Brian Thompson |