Original Post
Hello, Understand this post is a little... haphazard. My thoughts are so here and there on it may be hard to grasp more then the general idea. Im working on a small game (more of a tech demo) to get me familiar with flex. Anyways, the small game im designing is like a turn based RPG battle (just the battle... not the RPG part of it... lol). Now what im looking to do is replicate a "battle queue" similar to what is used in "Wild Arms 4/5". By this I mean a way to organize and display the order in which people get to make there move. I know the first thing any half decent programmer on here is thinking. Simple circular linked list implementation with removal lookup. There are a few problems with this, and this is actualy based on the feature set of the battle system. 1. Enemies and players can have a varying speed parameter. So action patterns will often be interwoven, with some players attacking twice per action of another. (in my minds eye I was trying to work something out using the inverse of that on a 1k scale, which would give me a delay param... but im not sure how exactly that will help with all the features I need) 2. Some "attacks" can swap actions in the queue, and some can even duplicate the number of moves you can make. 3. Some moves will raise or lower a creatures speed, or even stop it for a period of time. So the list is going to have to be able to reorder itself when a particular items speed changes. (this seems simple , but when you add the feature in number 2, this problem seems difficult to approch. #2 is easily solvable with linked lists, but the rest will have alot of trouble with it) 4. There will always be a set number of visable "moves" on the screen, so in many cases you will see multiple actions of players, and sometimes you wont see a players action at all. Now, I have thought of a few things with this, but im looking for a nice sound design for it. I have a feeling this is rather simple and im making too much of it. I have brainstormed both linked list , and an array implementation with something like FF's ABS bar (internaly). Then parsing that to determine the queue. But this makes the ability to have multiple moves much more difficult. Help? LOL. Richard Cesar [Edited by - PaulCesar on June 29, 2007 10:11:55 PM]