Jump to content
  • Advertisement
  • entries
    109
  • comments
    175
  • views
    117335

Clarifications and random thoughts

Sign in to follow this  
Emmanuel Deloget

152 views

Notes about what I do


I have to explain some things about the text RPG thingy I'm doing right now. First, this is an exercise in software design, not a exercise in game programming. It means that the real goal of this stuff is to show how to decide what solution to use, not to show that I always use the best available solution. While I'm trying to develop a semi-realistic solution (the games rules are rather complex: some of the rules are actually inspired by the D20 system (skills, for instance)), it is obvious that this solution can't be used in a production evironment.

Of course, the right way to go should be to incorporate a scripting system into the game rule engine. This way, the engine will be very open.

I won't do this, for at least 3 reasons:
  • adding a scripting system only increase the number of solutions that might be choosen to answer a particular problem. It don't change how we need to think in order to answer this problem.
  • a scripting system may add some unneeded complexity into the game engine (object and function binding?)
  • in the end, I'll have to write scripting code, which is rather similar to non-scripting code. For teaching purpose, I'm going to stick to C++ :)

This is why i'm going to hardcode nearly everything. It means that each time you'll want to add a room to the game, or a new creature/npc, a new object then you'll have to build the game again.

Fortunately, I'm not (totally) dumb. Adding a scripting system (and changing some design solutions I took) will be the next step of this teaching session - once we'll have a working version of our text-based game :)

I still have a lot of ideas ;)

Rooms and Doors


Now, a (very) small update about the project itself: since we are going to handle rooms, I finally added the Sector classe: which represent a "room". I used this name because I'd wanted to add more than just rooms to the game: forests and their glades are pretty good setups too :) Sectors handle pairs of Path+Sector (using std::pair) to link themselves to some other sectors (the Path object can be NULL - they represent the condition to go from one sector to another one, and having no path does mean havin no restincting condition). For example, a Path can implement a secret door, a locked door - or a speaking door, if you really want to ;)

This is subject to change. I originally did this because I didn't want to introduce yet another cyclic dependency between Path and Room. using std::pair<> I break the dependency between Path and Sector (the dependency between Sector and Path still exists) and I allow myself to reuse a Path that don't have any intrisic data in another room. One of the consequence of this is that I am not able to say from which room the player comes - meaning that I can't create one-way doors using this system.

Another solution would be to reintroduce the cyclic dependency (the path knows to which sectors it belongs). I loose the possibility to reuse a path that don't have intrisic data (because now, all pathes have these intrisic datas) but I gain some other possibilities.

Another possibility is to introduce a base class for Sector. Sector inherit BaseSector, Path knows BaseSector, and Sector knows Path. The solution might be good, but it introduces a fake class (BaseSector) whose role is to be known by another class (Path). This design is rather artificial :/

Some pretty useless thoughts


  1. A nation at war releases a lot of war-related games. Strangely enough, these games are supposed to be fun to play. I still don't see what makes war so fun.
  2. I should stop irc. It eats too much time, and is not really good for productivity.
  3. working with a terrible headache is really difficult
  4. as I stated on irc yesterday evening, I'd like to work for a game company in UK - as a consultant. If you believe someone can be interested, please, drop me a word :)

See ya laters, dudz!!!11twelve
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!