Turn queue for turn-based combat and movement #1

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opened 2026-02-09 23:29:50 +00:00 by nexustix · 1 comment
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nexustix added this to the (deleted) project 2026-02-09 23:29:50 +00:00
nexustix changed title from Create a turn queue for turn-based combat and movement to Turn queue for turn-based combat and movement 2026-02-09 23:31:12 +00:00
nexustix removed their assignment 2026-02-09 23:31:48 +00:00
nexustix added this to the (deleted) project 2026-02-10 01:20:56 +00:00
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Given that the implementation of an entity is responsibility of the game itself, there needs to be a way to track things like "speed" of entities without enforcing the game to inherit from a pre-written entity class.

Either such things can be turned into a component/aspect, or the turn queue could track such variables in itself via a dictionary using the entities as a key.

If such information was to be stored in the turn queue itself the complexity might be higher than desired.

Given that the implementation of an entity is responsibility of the game itself, there needs to be a way to track things like "speed" of entities without enforcing the game to inherit from a pre-written entity class. Either such things can be turned into a component/aspect, or the turn queue could track such variables in itself via a dictionary using the entities as a key. If such information was to be stored in the turn queue itself the complexity might be higher than desired.
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