Post 410489 by Triplefox@mastodon.social
 (DIR) More posts by Triplefox@mastodon.social
 (DIR) Post #409635 by Angle@anticapitalist.party
       2018-10-07T03:53:39Z
       
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       Hmm. So I'm writing a roguelike, right? And of course, I want to make things complicated and have all sorts of ways that items can be fastened together, and then relate this to the ways that items are wielded... I know I should just make things simpler, but that's boring. -_-
       
 (DIR) Post #409636 by Angle@anticapitalist.party
       2018-10-07T05:05:43Z
       
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       Like, if I want to represent that an item has been plugged into another item, how do I represent that? Do I just hardcode it so that items with plugs or sockets have data fields for such, and point to other objects? Do I introduce an "Equipment Slot" class, to represent such information? Do I give it up and stop making things so complicated? Life is full of these questions. -_-
       
 (DIR) Post #409637 by mdhughes@cybre.space
       2018-10-07T05:35:16Z
       
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       @Angle The three models I know of are: Big tree of objects, Database queries everywhere, and BASIC-like pile of constants.I waver between 1 & 3, but 2 makes more sense in maintainability and "database is truth".
       
 (DIR) Post #409767 by p@freespeechextremist.com
       2018-10-07T05:51:34.839322Z
       
       1 likes, 0 repeats
       
       @mdhughes @Angle I think structs and slots  with liberal hard-coding (I think that's approach 1?) is the most flexible approach for for things like this, and flexibility makes the tweaks during playtesting easier, and that makes the game better.
       
 (DIR) Post #410489 by Triplefox@mastodon.social
       2018-10-07T07:28:30Z
       
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       @p @mdhughes @Angle this years Roguelike Celebration had a talk on "beyond ECS" today and will subsequently have one on "ECS" tomorrowI think this is the wrong order?
       
 (DIR) Post #410625 by mdhughes@cybre.space
       2018-10-07T07:49:03Z
       
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       @Triplefox @p @Angle I guess I'd like "beyond ECS"; ECS is the weirdest idea. It's a database system without the query language, which is what makes a DB worth using instead of trees of objects.