• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Vaishna

Structure of a game in Java

1 post in this topic

Hi folks,

Having just finished my first semester of programming with Java at Uni, I decided to try and program a MUD-style text-based RPG to further increase my skills over the summer. My only goal is to (hopefully) learn much more about Java programming and game design, so I'll leave out the internet aspect and develop it as a single-player conceptual game.

I've been doing some brainstorming and have been reading up about game development the past days, and so far I figured out how to create the game world using map objects and exit objects to connect them, and how to split up my entities into sub-classes with inheritence. The part that I'm stuck with is the structure and hierarchy of the program, like where to implement the game logic, for example battles with an enemy. First I thought I would add all the relevant methods of battle to the character class, and to add a variable of character class as a reference to an opponent with whom the character is currently battling. This idea didn't work quite well, and it made my code very messy too. Now I'm thinking I should probably isolate all the battle mechanics in a seperate class, but I'm having problems figuring out how to do this.

Another thing I am unsure about is how to define all my entities such as enemies, items and spells. Do I create an enumeration for all of them, and write down the details for each item seperately? Or should I use databases to store all the information?

Just to be clear, I'm not asking for any code or a step by step walkthrough. It's just that this whole "thinking in Java" thing is new to me, so I'm not sure how to tackle these problems yet, and we haven't had any classes about design patterns or strategies yet either. The topics I've dealt with are: The basics, exceptions, associations, inheritence, interfaces and the Liskov-substitution principle.

Thanks! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
0

Share this post


Link to post
Share on other sites
You should read something about the typical game loop and game state management.

Initialize Components -> Load resources -> Update -> Draw -> Update -> Draw and so on...

I think this will help you to structure your game in a more organized manner and many questions should be answered.

Concerning your Item and Enemy class problem. You can have a simple Enemy class which could be made serializable.
For Example you could create a typical Orc Enemy which can be saved as an XML file to your local drive. You can read the data from it and create new Objects from it.
0

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  
Followers 0