Saturday, 18 January 2014

Presentation Prep. Part 2

A brief post regarding the functionality of Fatigue, Dehydration and Starvation.  What follows is a flow chart the describes how the aforementioned functions will work, as defined by the end-user.  The goal is not to create an inventory system that monitors the amount of food or drink available, for example, but to create a level of thirst or hunger that the end user can use to define when parent functions come into effect.  The end-user will be able to define their own inventory systems and branch out from this original code, as was my intention at the start of the project.


(Please click the image for a larger version)

As you can see from the flow chart, functionality of the three player-invoked features comes from variable customization, and no feature will be invoked unless checked against the variables set by the end-user.  Creating, eventually, what I'd originally set out to do; create a highly customizable code-framework.

This flow chart, as well as the other involving Hypothermia and Hyperthermia, will require tweaking before it is finalized. I am however, happy to proceed with code based on the flow-charts. 

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