Customizable Megaman Battle Network Engine: Day 1

I’m taking many different approaches this time around.

The first of which is that the Battle System now manages all resources. The first time around, The Battle System just managed the flow of the game, pretty much just switching phases. It held a Chip Menu, Battle Field, Music, and Sound effects. The Battle Field held and managed all of the Battle Panels, Navis/Viruses, and Attacks. It became a problem having to send scripts from the Chip Menu through 2-3 classes just to get to the Navis.

What I’m doing this time is separating the Battle Field from the entities and letting the battle system manage it. The Battle Field will only manage the Battle Panels, telling the system whether an entity can move there or not and sending any scripts a panel may have.

I’ve also strip script handling completely away from Navis/Viruses and Attacks as well. They will pretty much only hold sprite information and information on what to do when a certain action button is pressed.

This will make it much easier to keep track of scripts, which definitely will help when it comes to putting online battling back in.

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