Submissions from 2022-06-03 to 2022-06-04 (1 total)

interaction is certainly more complicated than i might be thinking. the game will call for interaction in a ton of different forms, and i'm going to need to label all of them appropriately:

  • standing near a point and confirming an interaction: like talking to an NPC to trigger dialogue, or accessing a machine to pull up a menu
  • walking over an item: this is more like some sort of Pickupable than just "Interact," but then there's a weird exception to both of these —
  • picking up an object and hoisting it over your head, which requires standing near, confirming, and holding onto a sort of temporary object before being able to place it down in a valid location
  • and what about inventory items that share functionality? like throwing something from in your hotbar

and that's without my aforementioned Damageable class, which focuses on categorizing entities that have some sort of health (and should always involve a Projectile with some sort of Hitbox).

i could probably stand to do some class design and try to organize all of these... or i could slowly work my way into each of them and refactor their shared functionality until it makes sense