From: "Sebastjan H." Date: 2012-07-10T21:16:08+09:00 Subject: Re: learning by doing part 2 - tc game Jan E. wrote in post #1068114: > Sebastjan H. wrote in post #1068110: >> I would have the game generate a defined number of beasts and spells. >> The player would then simply choose the ones for battle each turn. The >> player would not generate the beasts nor spells. They would only use >> them. This is the idea for now. I may change or expand later. > > The player doesn't generate anything, it's all done by the program. > > My suggestion has nothing to do with the game logic, it's only a > technical matter: Rather than actually creating all possible beasts > (which will lead to unnecessary objects), I'd only generate the *names* > and later create the object for the chosen name. > > Let's say the player has to choose one beast from 1000 possible beasts. > Why would you want to create all 1000 possible beast objects and then > throw away the 999 which the player didn't select? Wouldn't it make more > sense to only have 1000 strings for the names and wait with the object > creation until the player has actually chosen one name? > > Maybe you're thinking too much in terms of physical objects. In order to > "generate a beast", you don't actually have to create a beast object. > It's enough to have the information which identifies this beast (in this > case the name). You're right, of course:) I misunderstood you earlier. I still need to adapt the thinking process a bit and this kind of knowledge helps a lot. On the other hand, I am still considering this to be a small scale game with predefined let's say only 15 to 20 cards. However, If I were to expand it I need this adaptation. thx again. regards, seba -- Posted via http://www.ruby-forum.com/.