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| ID | Rating | Category | Description | Screenshot | Date |
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| 1735 | 🙂 | Suggestion | you should create a "code table" where you define your games terminology. for example: "Range -> radius in map tiles" and "Area -> diameter in map tiles" that way you can create consistent descriptions no matter who writes them. and your translators know which terms need a consistent translation. currently the term "unit" does not seem to be consistently defined. sometimes it describes all entities and sometimes it describes only movables. a code table can greatly help developers decide when to use entity and when to use unit, or whatever terms you decide to define them as. a good code table also automatically defines the term hierarchy visible to the player. for example, this is how i currently see the game: World Object -> anything you can interact with -- Construction Site -> not yet a building if any -- Dropped Item -> physical representation of an inventory object -- Entity -> anything that can carry out orders ---- Unit -> a moving entity ---- Building -> a stationary entity -- Foundation -> map tile overwrite -- Minable Resource -> money Item -> anything you can carry around in inventory slots -- Product -> all the construction material you can harvest or produce -- Component -> items you can equip Register Object -> virtual objects you can insert into registers -- Colour -> virtual object denoting a colour -- Coordinate -> map position, behaves mostly like a world object -- Object State -> some match functions can use this too narrow down candidates -- Virtual Value -> virtual object without inherent meaning | 2023-08-28 18:41:09 |
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