Game framework design
Thanks guys. This was the approach I was taking. I was hoping there was a better way, but I guess not. Back to Visio and tons of little boxes and ovals on grip paper.
Quote:Original post by hplus0603
You need at least the following:
- a way of describing data on disk
- ideally, the same for all kinds of data (say, XML)
- a way of storing, querying, and updating data at runtime
- a way of describing instantiation of entities ("level")
- a way of describing events
- a way of funneling events to entities (messaging)
- a way of scripting what happens when an entity receives an event
- a way of scripting when entities send events
- a way of tieing controls to events that control the player entity
- a bunch of entity implementations
When I say "entity" I mean anything that's actively a part of your
game simulation; not just the player and baddies you shoot at. For
example, something which collects events from a bunch of different
inputs, and declares "level complete" is an entity.
thats a very usefull checklist, I never thought this way before. Well im thinking that there are tons of other "a way of.." decisions to make.
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