- May 3, 2017
- 1,473
- 1,794
Hello fellow coders,
i am actually in need of some inspirational help here. My brain simply refuses to spit something decent out so i decided to get some outside help from you.
Situation: I have a loose set of nodes identified by unique IDs. The player can move between these nodes but usually only between nodes that are adjacent to each other. The nodes themselves dont know about their neighbours but include code to display a 'move to' action to the player in the UI.
Problem: Moving between nodes is done via executing a move command which in return moves the player from node a to b and also advances time. Travel times are varied but have been simplified already to 5 simple different ones. Currently each single move is its own static block of code as nodes are not located on an underlying grid thus there is no direct relation among them.
Solution i am trying to achieve (with least impact on current code):
While the player is supposed to move from node to node as it is currently implemented I want to give the player the choice to 'fast travel' via a map like feature. This would require some kind of pathing system that would build a list of nodes between the start and the destination and add up all travel times to ensure proper time advancing. But since there is currently no relation between each node i need to create something simple and easy. My first thought was that of a simple DNS like structure where each node gets the information added which direct neighbours are around but that wouldnt be enough as there is travel time too.
Any ideas are welcome - this is more or less a brainstorming where there are no bad ideas
i am actually in need of some inspirational help here. My brain simply refuses to spit something decent out so i decided to get some outside help from you.
Situation: I have a loose set of nodes identified by unique IDs. The player can move between these nodes but usually only between nodes that are adjacent to each other. The nodes themselves dont know about their neighbours but include code to display a 'move to' action to the player in the UI.
Problem: Moving between nodes is done via executing a move command which in return moves the player from node a to b and also advances time. Travel times are varied but have been simplified already to 5 simple different ones. Currently each single move is its own static block of code as nodes are not located on an underlying grid thus there is no direct relation among them.
Solution i am trying to achieve (with least impact on current code):
While the player is supposed to move from node to node as it is currently implemented I want to give the player the choice to 'fast travel' via a map like feature. This would require some kind of pathing system that would build a list of nodes between the start and the destination and add up all travel times to ensure proper time advancing. But since there is currently no relation between each node i need to create something simple and easy. My first thought was that of a simple DNS like structure where each node gets the information added which direct neighbours are around but that wouldnt be enough as there is travel time too.
Any ideas are welcome - this is more or less a brainstorming where there are no bad ideas