Analytical Perspectives in Game Design
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A characteristic is uses to describe the attributes and behaviour of other objects in the game. (At the moment only Things.) State Machine Data File FormatThere is a very specific data file format that you must follow when writing game machines. All state machines have the following header {Object = State-Machine} All state machines must have the following parts.
The following items only apply to linear state machines:
The following items only apply to general state machines:
The following items are optional and can be supplied to all state machines.
Characteristics are implemented with the following object model. A characteristic can represent many things that tell us something about the current state of the machine. It could be a text label (name, alias, mood), a state machine, a picture in 2D, a 3D representation. An audio characteristic provides a audio based description of the object for playing through the game window. A 2D and (later) a 3D characteristic can provide information on the display and manipulation of an object. A string characteristic provides a textual set of descriptions for the object. A state machine has a definition file.This allows the creation of any number of state machines to customise the world. As part of the command processing the state machine can return token, containing the valid states that can be achieved from this state and the plain English command that represents the state transition. States can be used to manage many things: For example:
I have deliberately not made state machines containers. So a door state machine must explicitly be lockable or the door game thing must contain a lock.
To create a door with a separate lock that effects the operation of the door, the lock needs to be told that it is part of the door opening mechanism.
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22/11/99
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See also: [Role
Playing Games] [Game Engine] |