On Thu, 2010-12-02 at 06:41 +0200, Vlad Dragu wrote:
> [vlad] I think it can work. I'll probably have to make the mission 
> engine a singleton so i can access the same instance of it anywhere.
> But if i do it this way i don't think i need to serialize the mission
> at all. The only information i actualy use from the mission is the
> action queue. It tellm me what action should i listen for and what
> function should i launch when the action is performed. If i store each
> action in the database, then i don't think i'll need to serialize the
> mission, no? 
> Or do you think that on later mission the editors would want to be
> able to set some additional vars and be able to remember what the
> value for those vars are?

Yes, it's nice to leave this option to the mission creator, I think it
will get especially useful to polish the missions or when they get more
complex (remembering that the player already did something, storing a
value that the player entered in a google search, etc).

Ah, while we talk about serialization - I ran into a nasty bug yesterday
that took me a while to figure out, so just in case: if you need to use
the __sleep() method, have a look at
http://www.sematopia.com/2006/03/how-to-use-__sleep-to-serialize-your-class/ 

Xavier.


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