Game Program Projection Format: Help needed with development plans
Hi again
So, I finally brokedown and realized part of the problem with how I'd been approaching designing a game: I had been thinking from specific design and trying to generalize, instead of coming up with general ideas and plans and then getting more and more detailed from there. So that is what I've done.
Here is a quick doc I started drawing-up, detailing the rough conceptual outline of what pieces/plans go in to programming a game. I am posting it here for critiques, suggestions, additions, etc...
If there's something you think I've missed, by all means let me know or go ahead and add it yourself. If something's in the wrong place or wrong order, let me know so I can fix it. I'm just trying to get a grasp on the whole format and planning of programming a game, seeing as how monumental a task it is.
Here goes.
Start Program
Initialize Main Menu – Call On Menu Database
Begin Windows Layout Programming
Display Window and UI
Initialize Button-specific Scripts
Initialize Sound – Call On Sound Database
Start Running Sound
Activate Menu Sound
Call On Sound Database
Active Trigger List
Display World
Draw World – Call On Graphics Database
Activate Graphics Data
Display Window Graphics
Call On Graphics Database
Render World LOD
Begin World Render Scripts
Initialize Physics – Call On Physics Rules Database
Activate Physics Program(s)
Activate Constant Physics Scripts
Assign Global Physics Controls
Call On Physics Database
Initialize Player Controls – Call On Controls Database
Activate Input Control Scheme
Activate Control Trigger Database
Call On Model Control Script Database
Initialize UI – Call On UI and Art Database
Draw UI Graphics
Initialize UI Triggers
Initialize UI Control Scheme
Initialize Button-Specific Scripts
Initialize Rules
Start Story Scripts – Call On Script Database
Access Story Script Database
Activate Quest Start Data
Assign Beginning Model Tasks
Assign Variable Values
Assign Model-Specific Scripts
Initialize AI – Call On AI Database
Call On AI Script Database
Assign Model-Specific AI
Begin AI Variable-Search Loops
Initialize Global Data – Call On Globals Database
Generate Model Population Randomization
Call On Game Rule Database
Activate Global Interaction Rules
Assign Model Data Values
Loop
End Program
Thanks in advance
That's a good starting layout for a program flow. Be cautious though, depending on what technologies you use, certain parts could be changed.
Oh trust me, I fully expect to change the order and certainly the progression layout. But see, this way I'll be able to keep narrowing down what each step will include until I can actually write the specific code for each thing, and then back-track using the layout I've written to put the code all together. Do you think that will work?
Yeah I guess it would work. The way engines work is that things like Audio, Graphics, Physics, etc... are all handled in seperate classes so technically you could have a very general overview like:
Load Graphics
Load Physics
Load Sound
Load AI
Load Rules
You've basically got that, just in waaaaaay more detail which may or may not be helpful depending on how you develop. I typically don't have anything planned out before hand other than what basic features I'm going to program and I go about creating my classes and stuff as I build it.
Load Graphics
Load Physics
Load Sound
Load AI
Load Rules
You've basically got that, just in waaaaaay more detail which may or may not be helpful depending on how you develop. I typically don't have anything planned out before hand other than what basic features I'm going to program and I go about creating my classes and stuff as I build it.
Well right, I know you use classes and such, but they arent all called that in every language, so its easier for me to understand if I just say what it does. And the reason I have it in so much detail is because I dont think I have the technical-enough mind to just sit down and write an entire game code form start to finish: I'm going to need to do it in segments and pieces, different arrays and such, in a modular format so I can edit and put it all together as I choose.
Does that sound feasible with the languages I wanted to use above?
Does that sound feasible with the languages I wanted to use above?
That definitely sounds feasible, although I think thats basically the definition of a class. A class is part of the Object-Oriented style of programming which I would go so far to say is used in every recent game out there (I can only imagine a very small majority wouldn't). I don't want to lecture on the OO programming style, but with a class you can create custom objects that can be used like the 'modular form' you mention. That way you can build a couple functions, and can call them with an object wherever you like. That method is generally used in most imperative languages (Java, C#, C++) now-days I think.
Alright. Sounds good.
Now, I know that C++ is OO, and I know C# is, but what about VB.NET?
Also, per the suggestion in your other post, I looked up XMA, but it refuses to let me run the programs without VBC# 2005, and I can only get it in the 2008 format.
Now, I know that C++ is OO, and I know C# is, but what about VB.NET?
Also, per the suggestion in your other post, I looked up XMA, but it refuses to let me run the programs without VBC# 2005, and I can only get it in the 2008 format.
Yes, VB.Net is OO also considering you can create classes and then instantiate objects of those classes.
You can find the download for the Visual C# 2005 Express Edition here. (Look under the green box). You will need that installed, the 2005 Express Edition Service Pack, and XNA Game Studio installed.
You can find the download for the Visual C# 2005 Express Edition here. (Look under the green box). You will need that installed, the 2005 Express Edition Service Pack, and XNA Game Studio installed.
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