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Implement time and action systems #7

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bilwis opened this issue Aug 21, 2014 · 0 comments
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Implement time and action systems #7

bilwis opened this issue Aug 21, 2014 · 0 comments
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bilwis commented Aug 21, 2014

Preferably a flexible "generic action" approach, where specialized actions (such as "EatItem" or "OpenDoor" or even "Move") are all derived from a generic Action class, have their own (perhaps even dynamic) action cost and (see http://journal.stuffwithstuff.com/2014/07/15/a-turn-based-game-loop/) maybe even a smart system for suggesting "sensible alternative actions" on failure.
Time and speed, even though the game will block for player input are also essential, if somewhat trivial in the simple first iteration I have in mind.

@bilwis bilwis added this to the Alpha 0.1 milestone Aug 21, 2014
@bilwis bilwis added the feature label Aug 21, 2014
@bilwis bilwis self-assigned this Aug 21, 2014
@bilwis bilwis closed this as completed Aug 26, 2014
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