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Joined 7 months ago
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Cake day: December 2nd, 2023

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  • It’s hard to give advice about how code should be structured, since there’s many ways of accomplishing the same things, but you’re doing the right thing by thinking about scalability before you get too deep to change it.

    You could try separating eacg trigger condition into their own functions, so that if an OnAttack gets triggered it will only check and loop through OnAttack abilities.

    Something like:

    OnAttack.connect( CheckOnAttack )
    OnDamaged.connect( CheckOnDamaged )
    
    func CheckOnAttack( ATTACK_TYPE ):
              match ATTACK_TYPE:
                      ....
    
    func CheckOnDamaged( DAMAGE_TYPE ):
             match DAMAGE_TYPE:
                      ....
    







  • “Hijinks” makes me think of exactly the kind of casual mess-with-your-friends gameplay that can happen with Nintendo games. I like it.

    As a side note, I’m curious to see how the game turns out. Nintendo Land was the only game I’ve played on the Wii U that made proper use of the game pad, and the ghost mansion was my favorite minigame.