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markrodgers11

First "game" in C++

12 posts in this topic

I'm currently working on my first game - a clone of pong written in Java. After coding for several hours I had "hit the wall" so to speak, so I went and found a "Write pong in Java" tutorial online. I looked through it, to see how they had tackled the problems I was having trouble with. After understanding their code I went back and continued working on my code with the knowledge I had gained. This way I'm not just doing a copy / paste. I can call the code my own because I have written every line of it myself. All I "took" from the tutorial was the basic concept of how to attack the problem. You might try finding a similar Zork tutorial and scan through it for optimizations that will make your code easier to handel. Happy coding!
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Wow thanks guys. Some really great responses. Looks like I've got lots of new things to look into [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
I don't know anything about classes atm or loading rooms via text files, etc.

Thanks for all the great responses!

EDIT: Today i scraped the old one and did it again from scratch (changed the dialogue alittle ;p) but it still seems as I am hard-coding it, which is what i was trying to avoid doing again xD I haven't yet looked into classes/vecters/arrays/etc, so I will take a look at those tonight and hopefully that will make my games less "hard-coded" ;p

[CODE]
#include <iostream>
#include <windows.h>
#include <string>
using namespace std;
string charName, charRace, charClass;
string input;
string look;
string activeRoom;
string pos, north, east, south, west;
string open_door, close_door;
bool doorOpened;
bool doorInRange;
void checkInput()
{
cout << "> ";
cin >> input;
if (input == "help")
{
cout << endl << "COMMAND LIST:\n\n help - Welcome to ZORK ;]\n look - describe your surroundings\n exit - closes ZORK (alternative: quit)\n\nMOVEMENT:\n\n n - moves North\n e - moves East\n s - moves South\n w - moves West\n\nACTIONS:\n\n open_OBJECTNAME - opens object\n close_OBJECTNAME - closes object\n\n";
}
else if (input == "exit" || input == "quit")
{
return;
}
else if (input == "look")
{
cout << endl << look;
}
else if (input == "n")
{
pos = north;
look = pos;
cout << endl << look;
}
else if (input == "e")
{
pos = east;
look = pos;
cout << endl << look;
}
else if (input == "s")
{
pos = south;
look = pos;
cout << endl << look;
}
else if (input == "w")
{
pos = west;
look = pos;
cout << endl << look;
}
else if (input == "open_door")
{
if (activeRoom == "room1")
{
if (look == north)
{
doorInRange = true;
if (doorOpened = false)
{
cout << "Door opened.\n\n";
doorOpened = true;
}
else if (doorOpened = true)
{
cout << "Door is already open.\n\n";
}
}
else
{
doorInRange = false;
cout << "No door is in range.\n\n";
}
}
}
else if (input == "close_door")
{
if (doorOpened = true)
{
cout << "Door closed.\n\n";
doorOpened = false;
}
else if (doorOpened = false)
{
cout << "Door is already closed.\n\n";
}
}
else
{
cout << "huh?\n\n";
}
checkInput();
}

void room1()
{
activeRoom = "room1";
doorOpened = false;
pos = north;
north = "There is a small shack here. It appears as if it is unlocked.\n\n";
east = "A chain-linked fence blocks moving this direction.\n\n";
south = "There is an ocean here.\n\n";
west = "A mountain range blocks me from going here.\n\n";
cout << endl << north;
look = north;
checkInput();
}
string pickName()
{
//name selection
cout << "What is your name?\n\n" << "> ";
cin >> charName;
return charName;
}
string pickRace()
{
//race selection
cout << endl << "What race do you want to be?\n Human\n Orc\n Elf\n\n" << "> ";
cin >> charRace;
if (charRace == "human" || charRace == "HUMAN" || charRace == "Human")
{
charRace = "human";
}
else if (charRace == "orc" || charRace == "ORC" || charRace == "Orc")
{
charRace = "orc";
}
else if (charRace == "elf" || charRace == "ELF" || charRace == "Elf")
{
charRace = "elf";
}
else
{
cout << "Invalid Entry.\n Valid inputs are 'human', 'orc', or 'elf'\n\n";
pickRace();
}
return charRace;
}
string pickClass()
{
//class selection
cout << endl << "What race do you want to be?\n Assassin\n Hunter\n Wizard\n\n" << "> ";
cin >> charClass;
if (charClass == "assassin" || charClass == "ASSASSIN" || charClass == "Assassin")
{
charClass = "assassin";
}
else if (charClass == "hunter" || charClass == "HUNTER" || charClass == "Hunter")
{
charClass = "hunter";
}
else if (charClass == "wizard" || charClass == "WIZARD" || charClass == "Wizard")
{
charClass = "wizard";
}
else
{
cout << "Invalid Entry.\n Valid inputs are 'assassin', 'hunter', or 'wizard'\n\n";
pickClass();
}
return charClass;
}
void charVerify()
{
cout << "Welcome to ZORK " << charName << "! You are a " << charRace << " playing as a\\an " << charClass << ".\nAny last changes you want to make?\n\n1) Change Name\n2) Change Race\n3) Change Class\n4) Continue\n\n" << endl << "> ";
cin >> input;
if (input == "1")
{
pickName();
charVerify();
}
else if (input == "2")
{
pickRace();
charVerify();
}
else if (input == "3")
{
pickClass();
charVerify();
}
else if (input == "4")
{
room1();
}
else
{
cout << "Invalid Entry.\n Valid inputs are '1', '2', '3', or '4'\n\n";
charVerify();
}
}
void main()
{
SetConsoleTitle("Text-Based RPG");
pickName();
pickRace();
pickClass();
charVerify();
system("pause");
return;
}
[/CODE] Edited by markrodgers11
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At least, you are doing something.
Making a data driver text-adventure game engine at this point of skill would be really amazing. Just keep it up, you'll figure it out someday. no rush.

PS: If ever you want to try linux some day, first thing to install : valgrind. This tool is the savior for every C and C++ developer, particularly beginners. Because it tells where are the runtime mistakes, when they happen, and not 3 days later.
PS2: also you could have a lot of fun with ncurses to extend your game.
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yes yes i'm quite familiar with Linux actually ;) was even reading a book on linux shell scripting and crap so i got pretty familiar with the basics of how things work in linux and knowing my way around the terminal ;)
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[quote name='markrodgers11' timestamp='1349659504' post='4987822']
I've been reading a book on C++ and I decided it'd be good practice to code something from scratch instead of outside of the book. I decided it wouldn't be too hard to code a knock off of ZORK...I was wrong [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]

It's not that I find it HARD to code a knock off of ZORK but one thing after another keeps adding up and my main.cpp is getting so huge im started to get lost! ...I know, i know, its not THAT big, but for someone like me who is used to coding little things like calculators and other basic things, its pretty long ;p

I know I've probably coded this in a stupid way so If anyone has some suggestions as to how I can split it into other files or reuse parts of code so I don't have to manually re-write things, etc. Maybe some new methods I could check into because idk if this is normal but I feel like I used if, if else, and else statements for practically everything! xD

any advice / critic is appreciated. Thanks!


[CODE]
(lots of code on single line)... if (confused = true) ...(lots of code on single line)
[/CODE]
[/quote]

Perhaps here you meant to say if(confused == true) the assignment will (in this case) always evaluate true...

Aside from that: Good job on your first game! I remember my first text adventure; I wanted to make it so advanced, and thus I never finished it.
Keep it up and write lot's of small applications! Edited by SuperVGA
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I posted this in another thread, but I thought it'd be helpful here too.

This might be a bit more complex than what you are looking for, but here's a simple example I put together for the heck of it. There are 5 source files for this, and I'll list them here, but it's generic enough, it should handle a good, fun game. The only thing I would modify is better handling of SpecializedCheck() function. I think this should be integrated into the rooms as well.
[code]
// TItem.h Handles Items in a text Adventure Game
#ifndef TITEM_H
#define TITEM_H
#include <string>
class TItem
{
public:
TItem(std::string name, std::string description) :
Name(name),
Description(description),
HasBeenUsed(false) {}
~TItem() {}
bool IsUsable() { return !HasBeenUsed; }
void UseItem() { HasBeenUsed = true; }
std::string GetName() { return Name; }
std::string getDescription() { return Description; }
private:
std::string Name;
std::string Description;
bool HasBeenUsed;
};
#endif
[/code]

[code]
// TRoom.h Handles Rooms in a text Adventure Game
#ifndef TROOM_H
#define TROOM_H
#include <string>
#include <vector>
#include "TItem.h"
#include "TPlayer.h"
class TRoom
{
public:
TRoom(std::string description, std::string name);
~TRoom() {}
// AddItem puts an item in the room to be displayed when looking, and get be picked up
// an "Item" (which can be carried in your inventory, used, and picked up) should
// probably be it's own class, and you would pass it to Add Item. it would have a name, and a description at least.
void AddItem(TItem item);
// SetExit set a room to move to when going that direction
void SetExit(std::string exitDirection, std::string roomConnection, bool enabled = true);
void EnableExit(std::string direction, bool enabled);
// Update handles the command given to it, like "look" will print the Description
// it returns the new room to move to
void TRoom::Update(std::string command, std::string& currentRoom, TPlayer &player);
std::string GetName();
std::string GetDescription();
// Allows you to change the description
void SetDescription(std::string description);
private:
// structure to store the exits
struct ExitInfo {
std::string Direction;
std::string RoomToMove;
bool IsEnabled;
};
std::string Name;
std::string Description;
std::vector<ExitInfo> RoomsToMove;
std::vector<TItem> Items;
};
#endif
[/code]

[code]
// Player.h Handles Player in a text Adventure Game
#ifndef TPLAYER_H
#define TPLAYER_H
#include <string>
#include "TItem.h"
class TPlayer
{
public:
TPlayer(std::string name) :
Name(name) {}
~TPlayer() {}
void AddItem(TItem item)
{ Inventory.push_back(item); }
bool UseItem(std::string itemName)
{
for (int i = 0; i < Inventory.size(); i++) {
if (Inventory[i].GetName() == itemName &&
Inventory[i].IsUsable()) {
Inventory[i].UseItem();
return true;
}
}
return false;
}
void GetInventory(std::vector<TItem>& items)
{ items = Inventory; }
std::string GetName() { return Name; }
private:
std::string Name;
std::vector<TItem> Inventory;
};
#endif
[/code]

[code]
// TRoom.cpp Handles Rooms in a text Adventure Game
#include "TRoom.h"
#include <iostream>
TRoom::TRoom(std::string description, std::string name)
{
Description = description;
Name = name;
}
void TRoom::AddItem(TItem item)
{
Items.push_back(item);
}
void TRoom::SetExit(std::string exitDirection, std::string roomConnection, bool enabled)
{
ExitInfo exitInfo;
exitInfo.Direction = exitDirection;
exitInfo.RoomToMove = roomConnection;
exitInfo.IsEnabled = enabled;
RoomsToMove.push_back(exitInfo);
}
void TRoom::EnableExit(std::string direction, bool enabled)
{
for (int i = 0; i < RoomsToMove.size(); i++) {
if (RoomsToMove[i].Direction == direction) {
RoomsToMove[i].IsEnabled = enabled;
break;
}
}
}
void TRoom::Update(std::string command, std::string& currentRoom,
TPlayer &player)
{
// Check for look first
if (command == "look" || command == "l") {
std::cout << Description << std::endl;
for (int i = 0; i < Items.size(); i++) {
std::cout << "You see a " << Items[i].GetName() << std::endl;
}

std::cout << "Valid Exits are:";
for (int i = 0; i < RoomsToMove.size(); i++) {
if (RoomsToMove[i].IsEnabled) {
std::cout << " " << RoomsToMove[i].Direction;
}
}
return;
}
if (command.compare(0, 4, "get ") == 0) {
// Someone typed "get <object>", see if we have the <object>

std::string object = command.substr(4);
for (int i = 0; i < Items.size(); i++) {
if (Items[i].GetName() == object) {
// we have the item, give it to the player
std::cout << "You pick up " << object << " and carry it with you.";
player.AddItem(Items[i]);
// remove the item from our vector
Items.erase(Items.begin() + i);
return;
}
}
std::cout << "You cannot pickup " << object;
return;
}
// Check for a direction
for (int i = 0; i < RoomsToMove.size(); i++) {
if (command == RoomsToMove[i].Direction && RoomsToMove[i].IsEnabled) {
// Move to this room
currentRoom = RoomsToMove[i].RoomToMove;
return;
}
}
std::cout << "I do not understand " << command;
return;
}
std::string TRoom::GetDescription()
{
return Description;
}
void TRoom::SetDescription(std::string description)
{
Description = description;
}
std::string TRoom::GetName()
{
return Name;
}
[/code]

[code]
// GameMain.cpp Handles The mian loop in a text Adventure Game
#include "TRoom.h"
#include "TPlayer.h"
#include <iostream>
void LoadRooms();
bool CheckStandardInput(std::string input, bool &bRunning);
bool SpecializedCheck(std::string input, TPlayer &player,
TRoom &currentRoom, bool &bRunning);
// The vector holding all the rooms
std::vector<TRoom> Rooms;
int main(int argc, char *argv[])
{
LoadRooms();
TPlayer Player("Mark");
std::cout << "Hello " << Player.GetName() << " Welcome to My test Adventure Game.";
bool bRunning = true;
TRoom &CurrentRoom = Rooms.front();
// Print the first room's description
std::string temp;
CurrentRoom.Update("l", temp, Player);
while(bRunning) {
std::string input;
std::cout << std::endl << "> ";
getline( std::cin, input, '\n' );
//std::cin >> input;

if (!CheckStandardInput(input, bRunning)) {
// Perform Specialized check (for specific things)
if (!SpecializedCheck(input, Player, CurrentRoom, bRunning)) {
std::string roomName = CurrentRoom.GetName();
CurrentRoom.Update(input, roomName, Player);
// Change rooms
if (roomName != CurrentRoom.GetName()) {
for (int i = 0; i < Rooms.size(); i++) {
if (Rooms[i].GetName() == roomName) {
CurrentRoom = Rooms[i];

// Print new rooms description
CurrentRoom.Update("l", roomName, Player);
break;
}
}
}
}
}
}
std::cout << "Thanks for Playing!";
}
void LoadRooms()
{
// Typically, you would load the rooms from a file here, but I'll hard code it for now
// We create the rooms then link them togetehr After
TRoom Closest("You Are in a Large Closest. There is an Exit to the North.", "Closest");
// This room has a broom
TItem Broom("broom", "It's an old Broom.");
Closest.AddItem(Broom);
// The Closest is linked to a kitchen
TRoom Kitchen("This is an old kitchen, With a Dirty Floor. There is an exit to the south.", "Kitchen");
// No Item, but if you use Broom, it will show a trap door leading down
TRoom TreasureRoom("You've Found a Treasure Room with chests filled with Gold! You can retire rich now. Congratulations!", "TreasureRoom");
// now set the exits; Trap door going down not set yet, so make usable false
Closest.SetExit("n", Kitchen.GetName());
Kitchen.SetExit("s", Closest.GetName());
Kitchen.SetExit("d", TreasureRoom.GetName(), false);
TreasureRoom.SetExit("u", Kitchen.GetName());
Rooms.push_back(Closest);
Rooms.push_back(Kitchen);
Rooms.push_back(TreasureRoom);
}
bool CheckStandardInput(std::string input, bool &bRunning)
{
if (input == "q" || input == "quit") {
bRunning = false;
return true;
}
if (input == "h" || input == "help") {
std::cout << "Commands are: get, use, n, s, e, w, u, and d";
return true;
}
return false;
}
bool SpecializedCheck(std::string input, TPlayer &player,
TRoom &currentRoom, bool &bRunning)
{
// only special command is "use broom" if the player has the broom and he's in the kitchen
if (input == "use broom") {
// UseItem() will only wirk if player has it and it hasn't been used
if (currentRoom.GetName() == "Kitchen" && player.UseItem("broom")) {
std::cout << "You sweep the floor, and find a trap door leading Down!";

// Change the room's description and set exit usable
currentRoom.SetDescription("This is an old kitchen. There is an exit to the south. You've uncovered a trap door leading down.");
currentRoom.EnableExit("d", true);
return true;
}
}
return false;
}
[/code] Edited by BeerNutts
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Oops, there's a little bug in my code. I was assigning a separate TRoom CurrentRoom from the Rooms vector, but that wasn't holding the changes to the actual rooms themselves. Here's the updated main() function:


[code]
int main(int argc, char *argv[])
{
LoadRooms();
TPlayer Player("Mark");
std::cout << "Hello " << Player.GetName() << " Welcome to My test Adventure Game.";
bool bRunning = true;
int currentRoom = 0;
// Print the first room's description
std::string temp;
Rooms[currentRoom].Update("l", temp, Player);
while(bRunning) {
std::string input;
std::cout << std::endl << "> ";
getline( std::cin, input, '\n' );
//std::cin >> input;

if (!CheckStandardInput(input, bRunning)) {
// Perform Specialized check (for specific things)
if (!SpecializedCheck(input, Player, Rooms[currentRoom], bRunning)) {
std::string roomName = Rooms[currentRoom].GetName();
Rooms[currentRoom].Update(input, roomName, Player);
// Change rooms
if (roomName != Rooms[currentRoom].GetName()) {
for (int i = 0; i < Rooms.size(); i++) {
if (Rooms[i].GetName() == roomName) {
currentRoom = i;

// Print new rooms description
Rooms[currentRoom].Update("l", roomName, Player);
break;
}
}
}
}
}
}
std::cout << "Thanks for Playing!";
}
[/code]
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wow thanks for the release in the source, once I find the time I will definitely setup a project and paste all your code it, study it, modify it to learn new things, etc!
Love looking at other people's source code, I find it a good way to study it, unless you have no idea what any of it is then its just like trying to read Chinese ;p
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