• 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
Tarquin Taylor

Multiple classes question, yay or nay

7 posts in this topic

Hi

I'm pretty new to developing (started with Game Maker last year, Unity with JS this year and C# with XNA last week sometime) and I was just wondering, if I made a game would it be easier to give each object its own class then set their own functions in those classes then call them in the main class, or would this cause problems later on down the line?

0

Share this post


Link to post
Share on other sites

The exact answer to this question depends on what you want to do and should become clearer as you become more familiar with object-oriented programming.

 

Generally, 10,000 foot view: you can think of classes as blueprints for objects, and objects as concrete instances of classes. You will run into situations where, from some classes you only make one or two objects because you do not need more (example: ItemFactory), and from some other classes you make many thousands of objects (example: Item).

 

You do not generally want to call into every single object from the same main method, instead you create some objects and call into them, and they might have some other objects in their variables and they will work on those, and those objects might be composed of other objects who they can call as needed, etc, etc. 

 

I think the best thing you can do right now, if you want to stick to C# and XNA (which is a good choice for a game programming language and platform IMHO), is read a book about general object oriented programming written specifically for C#. Things will then very quickly become much clearer.

0

Share this post


Link to post
Share on other sites

The exact answer to this question depends on what you want to do and should become clearer as you become more familiar with object-oriented programming.

 

Generally, 10,000 foot view: you can think of classes as blueprints for objects, and objects as concrete instances of classes. You will run into situations where, from some classes you only make one or two objects because you do not need more (example: ItemFactory), and from some other classes you make many thousands of objects (example: Item).

 

You do not generally want to call into every single object from the same main method, instead you create some objects and call into them, and they might have some other objects in their variables and they will work on those, and those objects might be composed of other objects who they can call as needed, etc, etc. 

 

I think the best thing you can do right now, if you want to stick to C# and XNA (which is a good choice for a game programming language and platform IMHO), is read a book about general object oriented programming written specifically for C#. Things will then very quickly become much clearer.

Thanks man! Have you got any recommendations on good books to study with?

0

Share this post


Link to post
Share on other sites

I'm more of a Java guy and not that closely familiar with C#. I have not read any C# books but I think the C# Yellow Book might be worth a look to start with. It's a university level text, it's supposedly written for people with no programming experience, the latest update was just last year, and you can't argue with the fact that it's free cool.png

Edited by stanirya
0

Share this post


Link to post
Share on other sites

I read the yellow book it was ok as an introduction (although I read it to get myself up to speed with C# and already knew C and C++). Bloke who wrote it thinks himself hilarious though, I bet he wears "groovy" ties ;)

0

Share this post


Link to post
Share on other sites
Besides" yes you should create a class for each object" I can hand a more practical answer.

For a game like pong you need a paddle and ball class. The behavior of these "objects" is programmed in these classes. When a player caims a paddle it will give control for it otherwise it takes your ai. When you need multiple balls you just create another object from the ball class.

Fot each object in the real world you would create a class. Take a car for example. The car would be a class it could be very practical to create a class for the wheels too since you have a lot of different wheels and it could hold things like wearing and presure too. The car class should ave access to the wheel class.

Using many classes gives you a lot more control over your program. If there is a problem with a certain part it is easy to look up.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0