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Room construction/selling delayed effect. As we discussed with @ArchDemons we should only construct / sell one tile at the time. Actually DK II does everything in ticks, this is most visible when building / selling.
Our current API & everything supports this already. Now that we have the World as a state, it is simple to just queue the build/sell per tile. They need to be sorted like the original does, and execute one from the queue per tick (tick is a level variable & possibly game speed setting, money & validity subtracted before). First one straight up, rest queued? Per tick currently means that we could just calculate this on the update loop before #147.
This relates to #154 issue but does not overlap nor block it.
The text was updated successfully, but these errors were encountered:
It is mostly a fake thing but allows us to add some bling for now, sounds and effects. The original probably really processed these in ticks. Unlike ours. The server builds everything, deducts the player money and changes the map. This makes it hard to fake the building in a client. Since the money is changed and the objects appear, only the tiles are delayed. But good enough for now.
I was thinking that we could have data on the objects that they belong to a room. In order, mainly the pillars, to be patched. But this also would allow us to just build the object if the room is there, still not like original, but maybe ok, or not... Well. Good for now.
Room construction/selling delayed effect. As we discussed with @ArchDemons we should only construct / sell one tile at the time. Actually DK II does everything in ticks, this is most visible when building / selling.
Our current API & everything supports this already. Now that we have the World as a state, it is simple to just queue the build/sell per tile. They need to be sorted like the original does, and execute one from the queue per tick (tick is a level variable & possibly game speed setting, money & validity subtracted before). First one straight up, rest queued? Per tick currently means that we could just calculate this on the update loop before #147.
This relates to #154 issue but does not overlap nor block it.
The text was updated successfully, but these errors were encountered: