Continuing with Action RPG
Feb. 24th, 2008 10:50 amNothing big to report. I haven't touched the rom in about 3 months (around christmas or before I think.) and I'm just finally now getting ready to take another stab at it. The goal for the next version is to reduce the number of active objects from 8 to 5. I've also got a plan to have some level of object retention, so if you were to kill a monster and it left an item but you left the screen, if you came back fast enough it'll still be there for you to get. (Rather than just reloading the monsters again instantly)
This allows me to regulate a Regional Object as well. Much like the other objects that can be left behind without disappearing, except the regional object, once found, will not be erased from being gone too long. It'll only disappear if it's suppose to disappear (special use) or if you leave the region. Leaving the region would just reboot it to where ever it normally appears.
The object retention plan won't be added in this verison tho I don't think, even tho I have a good deal of it's code written on paper. (It's very short actually!)
Some other things I'll be adding tho will be a couple optimizations to spread workload of some AI routines out over multiple frames. The held-object code for instance that alters the objects' offset relative to the player will be broken up in this manner. For such a simple thing it actually does take up a lot of time.
I'm also changing the object manager to check objects in a count-down order instead of count-up. I don't know why I have it doing a count-up as on the 2600 you should ALWAYS count down where ever possible. This allows you to check for zero conditions and avoid the need to do a comparison.
Anyway. That's all for me. I sleep now.
This allows me to regulate a Regional Object as well. Much like the other objects that can be left behind without disappearing, except the regional object, once found, will not be erased from being gone too long. It'll only disappear if it's suppose to disappear (special use) or if you leave the region. Leaving the region would just reboot it to where ever it normally appears.
The object retention plan won't be added in this verison tho I don't think, even tho I have a good deal of it's code written on paper. (It's very short actually!)
Some other things I'll be adding tho will be a couple optimizations to spread workload of some AI routines out over multiple frames. The held-object code for instance that alters the objects' offset relative to the player will be broken up in this manner. For such a simple thing it actually does take up a lot of time.
I'm also changing the object manager to check objects in a count-down order instead of count-up. I don't know why I have it doing a count-up as on the 2600 you should ALWAYS count down where ever possible. This allows you to check for zero conditions and avoid the need to do a comparison.
Anyway. That's all for me. I sleep now.