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Re: my speed system



On Thu, 27 Nov 2003 22:32:15 +0200, Topi Linkala <[EMAIL PROTECTED]> wrote:

>JMH wrote:
>
>> On Wed, 26 Nov 2003 09:22:00 +0200, Topi Linkala <[EMAIL PROTECTED]> wrote:
>> 
>> <snip complicated speed system>
>> 
>> What's wrong with assigning every possible action a time in seconds,
>> possibly modified by characters' speed/Dex, and giving the character a
>> new turn after that many seconds have elapsed, or a premature turn if
>> interrupted?
>> 
>> It's easy to understand and you can decide pretty easily how long most
>> real-life actions take.
>> 
>> Just have a game queue that only pauses on player turns.
>
>Because this would mean that for each second you go through the list of 
>all actors and advance their occupation counter for one second and see 
>if the occupation ends. Additionally you check every time when an 
>occupation ends if this means that the action thus accomplished will 
>interrupt the occupation of any other actor.
>
>It would also mean that every occupation time should be checked against 
>the current speed of the actor.
>
>So you abstract. Use longer time periods than second. For example 100 
>seconds (or whatewer). Faster actors use lower figure, slower ones greater.
>
>Topi

What is so bad?  The queue can sort itself by time.  The top of the
queue sets the clock to its action-time.  Whenever an event happens
that can distract/interrupt an action, interrupt actions of nearby
actors, divide total time alloted for the action since by how much
time has elapsed, and use that percent as a factor of how much is
complete.

The amount of time an action takes is:

(% to do) * (seconds to accomplish) * (some speed factor based on DEX
or whathaveyou) seconds.

...and some events can;t be accomplished piecemeal.

So if I start eating an cookie, which takes ten seconds, and 3 seconds
later I'm attacked and stopped, 3/10 of the cookie is gone, there are
7 seconds of cookie eating time left, and I'm awarded 3/10 of the food
value of a cookie. 

Occupation time is set when an action is chosen, not something that
needs to be checked against current speed.

I still don't see the value of complicating things.  



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