Author Topic: Keeping Track of Things in an RPG  (Read 20555 times)

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Keeping Track of Things in an RPG
« on: March 29, 2007, 01:26:00 am »
If you're writing a MUD-like RPG in BASIC, how would you go about making it so you can pick up, wield or equip, drop, sell, put into a bag, etc.  items, and have new objects spawned automatically in the game?

Also, how would enemies, friends, etc, work?  How would you keep track of those?  Even make them be able to follow and move around?

Offline tifreak

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Keeping Track of Things in an RPG
« Reply #1 on: March 29, 2007, 02:35:00 pm »
Well, lists would be the optimal thing for inventory, etc.

People moving around... Not totally sure on that yet for pokemon, though they will require their own movement/detection system.
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Offline Halifax

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Keeping Track of Things in an RPG
« Reply #2 on: March 29, 2007, 02:40:00 pm »
Yeah I always ran into problems with this. It become very unwiedly very fast for me when I got a lot of things. So I started a file system where I would log what everything does and all that and I still do. It helps a lot when you want to organize things or if you go on leave for a break and then get back into to it a month later or something. In the end its better to keep a log of routines, comments, variables, characters, attributes, anything that is worth writing down. You would be surprised if you saw how my room looked filled with all my organized crap that isn't organized lol. I might post a picture of it.
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Offline rivereye

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Keeping Track of Things in an RPG
« Reply #3 on: March 29, 2007, 04:05:00 pm »
a list is the way to go, as you can create your own for your purpose.
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Offline Halifax

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Keeping Track of Things in an RPG
« Reply #4 on: March 30, 2007, 11:07:00 am »
Acutally I don't know. A list is good for some things but I had quite the bit of success with strings.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline rivereye

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Keeping Track of Things in an RPG
« Reply #5 on: March 30, 2007, 03:15:00 pm »
true, but remember, a list is good for in game, leave the game, and any number of programs can change the string. Don't store any save data there, you only have a few of them.
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Offline Halifax

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« Reply #6 on: March 30, 2007, 06:25:00 pm »
oh yeah your right there list is good for long term
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline dinhotheone

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Keeping Track of Things in an RPG
« Reply #7 on: March 31, 2007, 02:51:00 am »
im pretty sure lists is about the only thing that makes sence, matrices are big and unwieldy, strings get overwritten, and you can create your own lists which can then be archived and stuff. another thing you can do if you want in game fast storage is use real,image,ipart, and fpart, for data, then if you still need more you can do rounding and stuff with ipart. this can all go in like the main chars finance var like, terrain,x,y or something.

Offline Halifax

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Keeping Track of Things in an RPG
« Reply #8 on: March 31, 2007, 07:48:00 am »
strings are good and although they are overwritten it takes a simple string to list translator. But they are the best storage wise for in game if you know how to use them.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline Speler

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Keeping Track of Things in an RPG
« Reply #9 on: March 31, 2007, 09:56:00 am »
String to list translation... hmm... expr(string?

Offline Halifax

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« Reply #10 on: March 31, 2007, 12:50:00 pm »
that's what I used to use
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline rivereye

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Keeping Track of Things in an RPG
« Reply #11 on: March 31, 2007, 01:16:00 pm »
I store most of my RPG data to lists (even while ingame except the map is in strings (which a program has a reference of all the strings needed, so I don't lose them).
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