tag:blogger.com,1999:blog-3064325214589649535.post1511204677483423175..comments2024-03-28T06:52:15.545+01:00Comments on Joost's Dev Blog: The skill design system in AwesomenautsJoost van Dongenhttp://www.blogger.com/profile/00569566310604620045noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-3064325214589649535.post-70976052608811653832012-01-22T16:54:38.709+01:002012-01-22T16:54:38.709+01:00Interesting, another studio that does something li...Interesting, another studio that does something like this! Thanks for replying, Luc!<br /><br />What do the Lua bindings do exactly for the upgrade system? And what happens when a single upgrade has both multiplicative and additive upgrades? Do you have a fixed order for how to combine those, so that your designers know what is going to happen?Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-2488152416351975582012-01-20T17:50:35.043+01:002012-01-20T17:50:35.043+01:00At GameHouse, we did the same thing for the Delici...At GameHouse, we did the same thing for the Delicious series. I know they look like 'simple' games but our appliances can get pretty hectic, you can combine any product queue and cancel it etc.<br /><br />We also have to 'additive' settings you describe in your other post. We also do 'multiplicative' in our upgrade system.<br /><br />Using our very flexible Lua binding, it all becomes a bit easier though :-)Luc Bloomhttp://www.gamehouse.com/download-games/delicious-emilys-true-love-premium-editionnoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-38468247486004931212011-12-28T00:31:40.211+01:002011-12-28T00:31:40.211+01:00Depends on the kind of game. Many games don't ...Depends on the kind of game. Many games don't need a skill system. And for most games, you would want something that fits the game you are making quite closely. So no, I don't think this is part of a game engine. I think this is more part of your gameplay code than your engine code.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-4464247042616664852011-12-27T15:55:57.900+01:002011-12-27T15:55:57.900+01:00Aren´t these the kind of things that would be real...Aren´t these the kind of things that would be really handy to always have inplemented in your engine? Or would that be a silly question?Paolo de Heernoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-47213839684524336152011-12-26T15:15:00.051+01:002011-12-26T15:15:00.051+01:00I don't know whether this is the best solution...I don't know whether this is the best solution either, but a nice side-effect of that it is so flexible, is that we can use the entire system for future games. For example, if we would make Swords & Soldiers now, we would just use the Awesomenauts character code and make them behave like S&S characters. :)Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-31141568651042510362011-12-24T19:02:24.700+01:002011-12-24T19:02:24.700+01:00Great blogpost!
Sometimes I wonder how other dev...Great blogpost! <br /><br />Sometimes I wonder how other devs would tackel different problems. The main problem described here is very familiair and its good to hear you solved it like I would. Though that still doesn't mean its the right (or wrong) way to do it ;) <br /><br />I think its important to do just that what works for you. The next time you would probably do some things different and thats what its all about; you live you learn.Lukas Hoenderdosnoreply@blogger.com