I think i’ll do something similar but try an all encompassing Cue System. Keep a lookup table of gameplay event types which map to an array of Cues, using delegates to callback specific functions. Have Gameplay Events check the lookup table when they do something, and call the delegates.
Might be tricky having to modify damage values and such, but it’s a start.
Honestly the actual gameplay events shouldn’t be very complicated, its a singleplayer “souls-like” so most of the depth is in AI and Animations. I’m not looking for interaction at any complicated level, just basic RPG stuff (for now).
Appreciate the advice! I have some new ideas now thanks to that.
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