It seems to me that the best way to create relationships between aspects of the emotions is to have the whole emotions as an object. This allows much more of the control to be done below the surface, thus making the emotion engine more portable.
The emotions object needs to include:
- integers to hold the levels of each of the 5 aspects
- functions to set individual levels
- a function to set a starting level
- functions to change the emotions (i.e. by adding/subtracting)
- function to update them all (emotions will change even if no one is interacting with the character)
- functions to read out the levels of the emotions
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