12-24-2013, 06:07 AM
(This post was last modified: 12-24-2013, 06:09 AM by SamJBarney.)
Ok, so what we have so far:
MobComponents
Configurations
I'm thinking any breeding logic would be handled within the Reactions/Interactions section.
Some of the configurations will be specific to the MobComponent classes themselves, I should think.
Can anyone think of any generic MobComponents that have not been mentioned?
Also, I don't really feel pressured. But thanks for the concern, tigerw. Even though I was getting close, I feel that finishing it up would just be a waste of time if we are replacing it with something better. Plus, this time around, I'll be using a branch on the main repo so everyone can contribute and I won't be the only one working on it. That's actually a huge weight off of my shoulders.
MobComponents
- Movement
- Attack
- Reactions/Interactions
- AI Logic
- Mob Base (Determines which model to use on the client-side, along with collision handling?
Configurations
- Ageable
- Food/Breeding Items
I'm thinking any breeding logic would be handled within the Reactions/Interactions section.
Some of the configurations will be specific to the MobComponent classes themselves, I should think.
Can anyone think of any generic MobComponents that have not been mentioned?
Also, I don't really feel pressured. But thanks for the concern, tigerw. Even though I was getting close, I feel that finishing it up would just be a waste of time if we are replacing it with something better. Plus, this time around, I'll be using a branch on the main repo so everyone can contribute and I won't be the only one working on it. That's actually a huge weight off of my shoulders.