Skip to main content

On Room Enter

Over the weekend I was doing some work on the game for my son and ran into a situation where I needed to have an object start hidden from the player.  In the current pipeline with Inkscape I use python and the command line arguments to export out all of the pieces that I need.  This has been awesome for iteration and adding new things to rooms.  

The rub is that the object needs to be visible in the SVG file when it exports otherwise it exports and empty png image.

There are some ways I could get around it in the pipeline but I wanted a much more useful solution.  I opted for putting in two new functions to my logic "on_enter" and "on_exit".  Then added the execution code right before and after the main logic processing code.

On_Enter is run when a new room is entered.  I already track the current room and the last room so the logic triggers were already there now I just loop over all the logic attached to that node and I'm done.  I do the same on the other end where I run logic when a room is being exited.  The thing I like about this is that it allows me to then do all of my object setup right in the logic where it used so I don't need to jump between applications.  Art and layout are coupled into one single working environment, game logic and settings now exist in the same spot.  So everything feels very organic so far.

The idea of 'on_enter' and 'on_exit' is nothing new at all and pretty standard practice but this was by far the easiest time I have ever had in implementing it in a project.  In total it took me about 5 minutes to setup on the engine side and about 10 minutes to make the new logic nodes for the logic editor.  I attribute this to the data heavy approach I took on designing the engine.  All in all I am finding this approach is really working for me mentally.  I seem to have a much easier time reasoning about the entire project with this design approach.

Comments

Popular posts from this blog

Balance

Right now I am in the throws of balancing.  Not game balance but life balancing.  At work we are currently trying to wrap up our game and so things are rather busy.  At home both my kids AND my wife's birthdays are coming up in the next couple of weeks.  So things feel rather difficult to balance properly.  I was on track to get a simple blog post every week day for almost two months but I was only able to get through last month. At first I was pretty bummed that I missed a few days and then the old habits started to kick in again so it seemed like a good time to post something to keep the juices flowing.  I doubt anyone really comes here on a regular basis, I assume most people that find their way here do so from one of my posts somewhere else.  But I'd like to spend some more time putting things here instead of scattered all over the place so I will try and keep posting things as often as I can but for the next month or so the posts might have a fe...

Level Buddy | Blender Addon

An old-school CSG inspired level editor add-on for Blender 3D. The add-on is still very much a work in progress but fairly solid for blocking spaces super quickly.  Just because graphic fidelity has gotten insanely good and hyper detailed doesn't mean we shouldn't look back how older games were put together, at least that is my opinion.  One thing I always come back to is how quickly the tools in the first 2 versions of Unreal Ed 2 and Doom level editors allowed anyone to block out a level, iterate on feedback or try an idea out.  So I just took some time to put together a similar pipeline right in my 3d package of choice.  I wanted to keep it simple and quick to try out level design ideas.  You can use it for simple white boxing of your level, break it up into multiple static meshes and import them into your game engine of choice or  you can use that as your starting point to start more detailed modeling ....

Mike Acton "Data-Oriented Design"

This video is amazing and I can't recommend it enough to anyone that is writing code.  Hearing this stuff from someone like Mike Acton should really echo the importance of what he is talking about.  The core ideas he shares here can be applied to EVERYTHING including art and design.  Do your self a favor and really watch this video preferably multiple times to really drive the ideas home.