Paragrimm

joined 1 year ago
[–] [email protected] 2 points 17 hours ago

@jupiter Oh I didn'nt knew that :D is there more info on the Dungeon Siege approach?

I'm working on a first person 3D dungeon crawler inspired by Arx Fatalis etc and interactions are really important. I've configured several items for testing purposes, so I can take a Torch that has a ModelComponent for the 3D Model and physics properties and a ChemistryComponent that's configured so it's burnable. I can take that Item and carry it to a fire in order to heat it up and it starts burning :)

[–] [email protected] 6 points 1 day ago (2 children)

@Charzard4261 @jupiter I've implemented an "ECS-like" sort of for the game I'm working on and so far it has huge advantages. I've (mostly) distinct components that I can attach to my entities and I can modify these at runtime.

Therefore I can easily add/modify/remove stats for an entity, change its model or define that it's burnable in their respective components. I'm currently able to define new Items and somewhat "configure" this items based on the current components without writing code!