October 14th: Extra Conditioning

Okay, the new conditional system works. Implementing it created a number of problems with the existing animations, but I went in and made some changes which seriously streamlined the animation system and that ended up also somehow fixing the broken animations. I don’t know, I won’t question it.

Anyway, with this new system I have a lot more power in constructing animation commands, so I can directly query the movement speed of the entity, or address a specific frame, or compare an enumerated status, rather than having to require each behavior to set a bunch of flags for the animation system to hook into. I think that’s worth a few days of work. This also means that, with the flags stripped out, there’s going to be a lot less cruft to sift through when I look at entity statuses for debug purposes, which may reap dividends in the long run.


About problemmachine

What is the nature of your problem? Can we modify the nature of your problem? Can your problem be touched? Eaten? May we eat your problem for you? May we eat your soul for you? Would you like a replacement problem? We make problems. We eat souls. We crap solutions. We are Problem Machine.
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