This prioritization is further skewed by their personality traits.Īnd then once the state's been decided you have to code it in such a fashion that only the actions related to the state will be executed while simultaneously being interruptible by player input. This is even more complex in a game like the sims where, due to variable level layout, the code must find the nearest source of fulfilling the need, navigate to it, and interact with it.Īnd you have to code this for every conceivable state and action. It would be a simple matter to craft a sims-like system where the player controls all the actions.
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