orcaloverbri9, on Jun 24 2005, 09:32 PM, said:
Most of us probably know the annoying and bit-intensive way most strings are done in terms of ncb's. Well, SpacePirate and I decided that method sucked.
What I'm suggesting is this: let's say we have 10 strings, each with 50 missons. now, we could waste 501 bits, or we could use 61. Let's call bit 0 the in-string bit; when set, you are in a string. Bits 1-50 are which-mission bits; which mission in any string you are at. Bits 51-60 are which-string bits; which string you are in.
So, to determine if the player has finished the 37th mission in the 6th string, you would use: b56 & b37
A lot better, eh? And to check if they're in a string at all: b0.
Comments? Questions? Anything?
This would make development of strings go smoother and faster, and it would be way easier to check for missions completed. Not to mention how much easier it would be to read the pilotlog and answer questions.View Post
On the other hand, it might be easier to keep track of what string you're in, and read pilotlogs, if you declare each string to have 100 bits at its disposal:
String 1: 100-199
String 2: 200-299
String 3: 300-399
Etc.
The hundreds could be the "which-string" bits, and "mission-number" bits would be 1, 2, etc. in each mission's set of bits. Remember, just because it's the same general style as Nova uses doesn't mean that it needs to be as scattered and incomprehesible as Nova. And, with 10,000 bits at your disposal, I seriously doubt that you will ever run short.
Also, about your use of seperate "mission-number" bits: Unless your storylines are so closely scripted that the same mission in each of them has the same purpose, I can see little value in being able to check which mission you are on independent of which storyline you are in.
Anyway, it's an interesting system, it's just that I can't see much reason for it.
Edwards