Designing hiearchy of classses wanna help?
Hi, I'm making a 2D game right now, and have realized that in the game I will have to worry about the following:
The Game 2D Fighting ("Street Fighter Like")
Graphics
-loading
-rendering
-cleaning up
SFX
-loading
-playing
-cleaning up
Physics
-force
-collision 2d space
-motion
AI
-enemy move
-enemy attack
-enemy defend
Players
-there structures
-Enemy structures
-what player has been selected
-how many players are there
Game itself
-How many players
-what screen are we at
-high scores
-how to win, when they've lost
Fighting Que Stack
-creating the stack
-what's who is on the stack
-what comes after this stack
-cleaning up the stack
So this is all I have been able to think for this game, but knowing that I will think of more. Would it be appropriate as in (good readable code) to create a class and header for all of the main components that i've just listed that the game will have? If not, or if so what are you thoughts on this matter, and how to design this game for easy game development?
My plan is to have a beta of this game by December, and have it completed by the time I graduate in May.
Your first goal should be to get a picture on the screen and get some input. Maybe just keys that move the picture around in four directions. Then from there make incremental changes to your game until it ends up being the game that you want.
Quote:Original post by coden4fun
Would it be appropriate as in (good readable code) to create a class and header for all of the main components that i've just listed that the game will have? If not, or if so what are you thoughts on this matter, and how to design this game for easy game development?
This is a pretty broad question. Of course you will have classes for all of your main components, and of course you will have separate header files. But "how to design the game for easy game development" is not a real question. Have you thought about how these different components are going to talk to each other? Which dependencies you're going to have? You might get a better answer if you were a little more specific and told us how much previous experience you have.
Start off by making a story board of your overall game. Then start filling in the details into each screen as you need to. Once the whole game is on paper, start figuring out all the interactions you will need to create.
Now you have something to build your structure from when you go and code. Don't start coding until you have planned the whole game.
PS Don't forget sound/music
Now you have something to build your structure from when you go and code. Don't start coding until you have planned the whole game.
PS Don't forget sound/music
Heres a little list I've made up for you. All of these are classe, the references and instances should likely be smart pointers.
//PlatformWindowInputTimer//EngineEngine InputManager SceneSerializer Matrix Vector Transform Sound Buffer Voice Listener Physics Body Joint Integrator ParticleEmitter Renderer RenderSurface Texture Material Light Model Skeleton ModelInstance Camera -not really needed for 2d Object PhysicalReference RendererReference LogicalReference AnimationController SkeletonReference Effects EmitterReference SoundReference LightReference LogicHelpers LineofSight Trigger Indicator GUI Panel Button ProgressBar CheckBox UserRendered Debug VariousPrimitives Text TweakValues//GameGameLogic GameSerializer ObjectLogicProcessors
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