pizzatown's Introduction
/*** Welcome to the amazing world of Pizza Town. The world's first pizza rat open world video game. Get ready to fight your way through crowded subways, as you race to collect all the pizza ingredients you can get your hands on. But watch out for urgent meeting notification and other dangers that lie in the city... If you're ever in trouble just hit up old uncle Xeno. He's always got an ear and a slice! ## Scratch Work ------------------------------------ Classes A room, A field A pizza topping an area a character the hero dialogue Groups of library functions... Types.... Functioanl and core classes. Using funcation class work... Level 1 NY 57th street xenos pizza Run through the cars to get to the office before the meeting... defeat the stree elmos. mayb ecreator factor functions for making areas or actions. then you just call apply functions that take the structs output by the area or action... just dumb types.... and you feed them to the process world action function which will steal a frame and perform the change... but the time moves sepearetely all actions can just be async... all actions processed asap.. and frames keep chugging. only the hero movement should be part of game loop, so there is There should be a game asset library similar to unrealls Automotive.Carpet Automatoic.silver.. createDialogue() : Dialogue playDialogue(): ACtion createArea() : Area createCharacter(deets, game): Character //each charcacter will have an async light thread that will dump //characterActions onto the game loop but then move on... createCharacterAction(deets): CharacterACtion spawnCharacter(Character) : Action loadArea(Area) : Action processWorldACtion(action) : void game class{ popAnACtionIfTimeAllows() popAnAction() loop() } ***/
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