Quote:Original post by Rob Loach
Don't plan too much before you actually start the project or you'll be swamped and overblown by the amount of work that it entails.
It's not so much as that, but rather thinking about how you can make a system so you could easily addd in *anything* you want. I'd say start thinking about a design of which you just had one special feature. Make this class interact with the game. Now extend it into something more generic, so you can simply override and dervive additional classes for the desired effects. Basically you are making a special FX manager.
So recap -
1. Make Boring Breakout First
- Make it data driven, so you can easily change the behaviors of *anything* simply by editing a file
- You may want to use a script system as well, but that tends to get rather complicated
2. Make your Special FX class manager
- It should be able to load 'scripts' that change the behavior of the game in real time.
- You should be able to easily modify anything that goes on in the game this way - ie ball speed, paddle movement, etc...
Just a few ideas! A little complicated, but if you use this appraoch you will be able t odo all of what you have said in your first post about the powerups.
- Drew