I am curious as to how others are implementing their game levels/scene objects/entities in RUBE.
For example, if I create various bodies that represent enemies in my game. I am taking the component based approach inspired by http://cowboyprogramming.com/2007/01/05 ... -heirachy/
Obviously, RUBE's custom properties allows the hooks you need into custom game logic, so I have various ways I could define which components should be loaded into which enemies (e.g a "Health" component initialized with 3 hit points), but I am interested in how others are designing their level entities/objects in RUBE.
Another subject is the AI or movement patterns for the enemies. Is anyone defining a movement pattern within RUBE itself? I'd like to implement movement patterns as a Strategy Pattern or a MovementPattern component, and I was kicking around ideas as to how I could visually edit that within RUBE for a respective enemy body (for example, move as far left as "this point", turn around and move right to "this point", etc)
Thanks for any suggestions
General discussion about the R.U.B.E editor
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