Week 5 - Time Tracking Simplifications & Final Characters
Time Tracking Changes Last week was a major development week for time-based behaviors. A new character was added, and character's behaviors were adapted to change the city dynamic when night fell. The pull request that adds all this is now at a mergable state, after making a major suggested from a mentor review: The time-tracking system used to operate on a component/system architecture, where each character is given a component which stores the time given out by a cycle inside of the larger system. This cycle operated on a world time event, which cycles very quickly. This has been swapped out for an action/system architecture, where each character runs an action to check the current daytime status. In the system, the time-checking cycle has been replaced with dawn/dusk events. This is much more performance-safe than the old system. The Final Cast of Characters With most of the project so far being dedicated to the development of citizen characters, the last step of this de...