You have created very generic systems. Essentially you have gone the route of the engine programmer. Your target platform from that post is a 2d platformer using 3d world.
Consider what you need specifically for that style of game
will your game be more like an extruded 2d world with the camera positioned far enough away so that you can see into world as 2d at the center, but as the objects move away from the center of the screen, they are now at angles to the camera making it feel more 3d?
how do you make it esay to represent the level? if it's a real 3d world, then octree and some method of serializing it for storage/loading.
How do you make it easy to represent the level for content creation? you need to build a level editor.. perhaps with a layer of abstraction to present a 2d tile interface for designing the main platforming plane. haveit extrude the level to 3d.
What else does your engine need to support this game?
particles
entity structure - actors, triggers, weapons, game objects
AABB collision or at the very least sphere-sphere collision. (AABB would be best though)
some method to script/code behaviours/pathing of enemies.
Infernal-rk
Member Since 30 Aug 2011Offline Last Active Aug 20 2012 12:45 PM
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