ui-cs383 / Freedom-Galaxy

Primary repository for the FitG
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How will everything tied together? #17

Closed mein1156 closed 10 years ago

mein1156 commented 11 years ago

I was thinking this morning about ways to do all of this. I was thinking when I was doing the UML, that to make things easier, that the player only can make changes and do anything though events, e.g. Mission Event, Combat Event, and not directly manipulate Mission Cards and Action Cards or units. Even changing the current phase or subphase would be an event and each event would be tied to a class. This would make actions a nice list of things to click?

Also, are we going to have a CardDeck, Card, and Event class to inherit from? How can we change the map, e.g. because of movement, etc.? I think we need some sort of interface on how to request changes to the map and also ways to get the current map layout. JSON? Something? I think until we know how to talk to other parts or how everything is conceptually arranged, it would be hard to start anything.

Do we need some SRSs? Test cases?

Just my two cents.

mein1156 commented 11 years ago

I say this because there seems to be multiple ways to do all of this. I can imagine a single Event Object that contains an instance of each event loaded at runtime that always stay active, or possibly each event object only exists when it is needed and this is managed by the parent event class/object. If I am programming the Mission event stuff, I need to be able to access the Combat event for example and have it do stuff while the Mission event is still going and then continue on with the map stuff. Maybe I need to spawn a monster for combat or do a move character event or kill character event. Or have a totally different layout then this. I'm just saying, I'll be more comfortable with some specs on this rather than people start programming now assuming different interfaces.

hallister commented 10 years ago

Going to close this as discussion about communications is in a few other issues.