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Core Concepts

Jasdac edited this page Mar 9, 2021 · 8 revisions

The HUD

Events

Methods

Level DB

Todo

Assets

An asset is considered an item that's spawned by the level. These all rely on the Portal script to link them to the level database.

The core philosophy of xMod is that the level controller (the board that controls the game) should have as much control over the gameplay as possible. Usually the Assets (such as the obstacle course obstacles) will take commands from this central controller, and/or send events to the main controller when something happens.

Examples:

  • The crusher walls in the obstacle course levels won't move on their own. The level controller tells them when they should move, and their description tells them how they should move.
  • The wall tentacles send a message to the level controller when someone collides with them. The level then tells the tentacle to grapple that player.

Exceptions can be used when an item needs as quick of a reaction time as possible, or when offloading their behavior to the level controller would eat too much script memory (such as the shimmy walls).

Asset Injections

Items can be injected into the players HUDs by the level controller. Todo.

Helpers