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Yeah if you wanna talk architecture I have a bit of YOLO code that drags on me. But actually in this specific case like 99% of my elemental interaction code is
by larsiusprime 5y ago
Yeah if you wanna talk architecture I have a bit of YOLO code that drags on me.
But actually in this specific case like 99% of my elemental interaction code is in the same place just as you recommend!
In this specific case the problem was entirely that I added a new rule to make ice decay into wet when it was removed, but didn't add a check to see if ice had been applied in the first place before removing it. And of course, that was all in the elemental interactions file. 28 of the 30 minutes were spent in just puzzlement why the fire wasn't applying and checking a bunch of irrelevant dead ends before I thought to check "oh obviously it's probably the elemental interaction code, go check the elemental interaction file." 2 minutes were spent fixing the actual code.
- iamwil 5y agoWhen I have a bug, I find a lot of the time, my basic assumption of what the system is doing was wrong, largely because I had no visibility into what it was doing. For something like status effects, I was thinking about using a datalog engine, like jasonwatkinspdx mentioned in a sibling comment. That way, you can query it for applications of status effects, instead of hunting it down in code. That said, I never heard any game dev talking about Datalog, and was wondering if there was a reason for that--whether it's obscurity, or if it's impractical for some reason.