Keeping parts of the engine separate
Members - Reputation: 312
Posted 03 September 2012 - 01:56 AM
Before I get to my question, I'd like to explain a bit about the general structure of my programming. I'm using Visual Studio 2008. In my solution, I have added a WPF project that will eventually be the User Interface for the game. The main bulk of the programming is in a class library file with currently one class file containing the entirety of my engine. I have multiple managers that process queries, each handling relatively similar tasks within the engine. For instance, my Environment Manager handles light levels, weather, and indoor/outdoor aspects of Areas, while my Accessibility Manager handles Features with Open/Close, Security, Vehicles, and item generation properties. Then I have my Parser. Currently, to run the engine, all one has to do is reference my class library, create a TextAdventure object, and pass a string to TextAdventure.Parse(string) to get things moving. This returns a string[ ] array (set up this way for UI formatting possibilities) which holds the results of the player's actions.
Now, for my question. I'm beginning to think ahead to character customization possibilities, but I'm not sure if I want to hardcode this straight into my world engine. I'd like to think that I'm building this engine so that it is possible to create sci-fi, modern, fantasy, and horror games without any engine modification. BUT, I doubt I will always want the exact same character statistics across every game I build. If I can, I'd like to keep the character engine separate, but I'm having a hard time wrapping my mind around how to do so. How can I build my world-building engine separate from my character building engine, or do I have to reference both aspects from within each if I ever hope to get this thing made?
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Posted 03 September 2012 - 04:31 AM
Focus on creating your game to its specific requirements. You're going to have to get specific somewhere, eventually. If that means you have to create a fantasy character generator to make your game work, then that's what you'll have to do. If, in the distant future you find yourself building a futuristic version of your game, you can reuse most of your code and existing software architecture. It'll probably add unnecessary complexity if you want to generalize your character generator for any genre. Remember that software is software, which means it can change with changing requirements. It takes less effort to recompile and deploy a patch
Currently a self-employed indie game dev
Members - Reputation: 122
Posted 07 September 2012 - 03:24 PM
Someparts maybe, not related to the main program functions or later interchangeable should stay outside
the exe as dll.
Edited by pmvstrm, 07 September 2012 - 03:29 PM.