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Determine engine systems #1

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Vorlias opened this issue Mar 27, 2019 · 3 comments
Open

Determine engine systems #1

Vorlias opened this issue Mar 27, 2019 · 3 comments
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@Vorlias
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Vorlias commented Mar 27, 2019

We need to determine what systems in this engine would be primary to achieving what we want inside Zenerith.

@Vorlias Vorlias added the proposal A proposal or suggestion label Mar 27, 2019
@Vorlias Vorlias pinned this issue Mar 27, 2019
@Vorlias
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Vorlias commented Mar 27, 2019

so far I am thinking of

Quests

Primary classes for quest-related things

NPC

NPC runtime, registry, logic classes etc. (A bit like HL's NPC runtime, but better)

@redwhat1234
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redwhat1234 commented Mar 27, 2019

Primary Engine Functions should probably include:
Human Interaction => AI => Quests => Extra Non Primary Stuff
VFX => Rendering => Particles => Extra Non Primary Stuff
Audio => Audio Runtime => Audio Events => Extra Non Primary Stuff

Of course we could go further into this:
Quests:
--Quest Runtime:
----Quest Events:
-------Kill Quests, World Quests, etc.
AI:
--Dynamic Pathfinding API:
----Point Based Faction System:
------Implementing Race/Class [or even profession] based dialog/interaction options

Anyways, so on and so forth. Y'all know the drill.

@Vorlias
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Vorlias commented Apr 1, 2019

Sounds like good ideas. We'll have to figure out how these systems will work together, I'll start work on the internals of Zenerith so we can incorporate this into it and develop around it.

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