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Member Since 24 Nov 2012
Offline Last Active Nov 25 2012 04:25 AM

Topics I've Started

My Pokemon Clone - Design Questions & Answers

24 November 2012 - 06:39 PM

Welcome to my Pokemon Clone design thread. I need help fleshing out the systems needed to make a flexible single player skeleton for the game. I plan to reuse sprites, audio clips, and data so I just need to create a scale-able system to display, manage, and update whatever I throw at it. This is not for commercial purposes, I have watched the serious spiral into chaos, I have a few features up my sleeve, and I want to see if I can bring life back to the dying series. I haven't gotten to far just yet, the reason being is, I don't know how to mesh everything together properly to begin with.

I need direction. The language and the libraries aren't set in stone, It is looking like SDL and C++. I'll try and explain what I've got so far.
  • A blueprint of factory class that contains all the information necessary for making instances of Pokemon, sprites, items, etc.
  • A memory class that keeps track of instances being used by the game.
  • A game class that will wrap SDL and provide an interface to the references and instances noted above.
  • In between the blueprints and instances there will have to be a function that creates the game world, polling blueprints and creating instances in all the necessary spots to (re)create the world in memory.
//#include <stdlib.h>
//#include <SDL.h>
class cGame
//blueprints - use separate header files for all of the references?
int main(int argc, char* argv[])
cGame GAME;
return 0;

This is what I have so far, it is sort of an outline.

Should I make separate classes for everything and allow the game class to access everything?
How should I go about creating instances and generating the world? Vectors for each entity that SDL will loop over?
I'm having a bit of a design crisis I suppose.