Dev Log – Blacksmiths II

I’ve been hammering away at making the blacksmith animations for Faith and Iron.  Still some details to iron out but overall I’m happy with the look and feel.  All puns completely intended 🙂

One of the biggest challenges was figuring out what actors should store what information and how events would be passed between actors.  

An example that gave me some headaches was getting the player bellows pumping animation synced with the bellows handle movement, the forge fire effects, the coal material changes, and the iron material glowing as it heated up.  My first few attempts were a tangled mess that I ended up having to throw out before I figured out an organizational structure that actually worked.  

I created an inheritance structure where actors would only have access to information that was necessary to them and only when they needed it.  I found that with my previous iterations of development I was my own worst enemy, getting confused about what actor was doing what and where events were happening.  Organizing in a strict logical order resulted in a more streamlined event structure that is easy to follow and reproduce.  

In the end (as always) my simplist solution was the best.  

Next steps will be the inventory system and the AI behavior tree.  

   

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