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#ActualPragmaOnce

Posted 05 April 2013 - 08:14 PM

So over the past couple days I have learned a lot about design patterns and game architecture but now another mountain has appeared.

Using a lot of resources(books, articles) I have created a project that implements objects that have components (completely de-coupled) from each other, a rendering manager that draws all my objects and physics system that detects collisions etc.. Now this is good and all but I am missing the most important piece of this puzzle: where should game play specifics be implemented then? I mean for it to be a game somewhere there must be rules that define the game. 

 

Where in this whole process will I code:  If the player is near the tree, the squirrel must fall out. 

 

Is there some crucial part I am missing? It seems completely illogical for me to have these behaviors defined inside the classes because that would couple all of my entities and make it impossible to re-use them. Or am I misunderstanding the re-usability thing. Should it be that the classes themselves such as Player and Squirrel  know about each other and can then be thrown away in terms of future use (then only the systems and components are re-used). 

 

Please don't tell me to just try and "finish" the game. This is not an attempt to finish a game. I am trying to understand how the core of a game is supposed to work and how all of these different patterns and systems work together to produce a finished product. I really hope this post makes sense.

 

Thank you.


#2PragmaOnce

Posted 05 April 2013 - 08:13 PM

So over the past couple days I have learned a lot about design patterns and game architecture but now another mountain has appeared.

Using a lot of resources(books, articles) I have created a project that implements objects that have components (completely de-coupled) from each other, a rendering manager that draws all my objects and physics system that detects collisions etc.. Now this is good and all but I am missing the most important piece of this puzzle: where should game play specifics be implemented then? I mean for it to be a game somewhere there must be rules that define the game. 

 

Where in this whole process will I code:  If the player is near the tree, the squirrel must fall out. 

 

Is there some crucial part I am missing? It seems completely illogical for me to have these behaviors defined inside the classes because that would couple all of entities and make it impossible to re-use them. Or am I misunderstanding the re-usability thing. Should it be that the classes themselves such as Player and Squirrel  know about each other and can then be thrown away in terms of future use (then only the systems and components are re-used). 

 

Please don't tell me to just try and "finish" the game. This is not an attempt to finish a game. I am trying to understand how the core of a game is supposed to work and how all of these different patterns and systems work together to produce a finished product. I really hope this post makes sense.

 

Thank you.


#1PragmaOnce

Posted 05 April 2013 - 08:10 PM

So over the past couple days I have learned a lot about design patterns and game architecture but now another mountain has appeared.

Using a lot of resources(books, articles) I have created a project that implements objects that have components (completely de-coupled) from each other, a rendering manager that draws all my objects and physics system that detects collisions etc.. Now this is good and all but I am pissing the most important piece of this puzzle: where should game play specifics be implemented then? I mean for it to be a game somewhere there must be rules that define the game. 

 

Where in this whole process will I code:  If the player is near the tree, the squirrel must fall out. 

 

Is there some crucial part I am missing? It seems completely illogical for me to have these behaviors defined inside the classes because that would couple all of entities and make it impossible to re-use them. Or am I misunderstanding the re-usability thing. Should it be that the classes themselves such as Player and Squirrel  know about each other and can then be thrown away in terms of future use (then only the systems and components are re-used). 

 

Please don't tell me to just try and "finish" the game. This is not an attempt to finish a game. I am trying to understand how the core of a game is supposed to work and how all of these different patterns and systems work together to produce a finished product. I really hope this post makes sense.

 

Thank you.


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