• 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
Cosmic R

Structuring and organising classes

4 posts in this topic

Hi all, I've been a long time lurker for a few years after a long break from the site.


I'm still a beginner, but am really pushing to get a few games under my belt.


Anyway, I've set up a basic game design like this:


Game class Singleton

Game State Class  (for playing/paused etc)

 - handle input

 - draw

 - update


Sprite Class


Game Object Class

 - list of sprites for animation

 - virtual handle input (calls state->handle_input)

 - virtual update (calls state->update)

 - virtual draw (calls state->draw)


 - Monster Class (derived from GameObject)

 - Player Class (derived from GameObject)


State Class

 - virtual handle_input

 - virtual update

 - virtual draw

MonsterState Class (derived from State)

PlayerState Class (derived from State)


Object Manager Class

 - manages a list of game objects of a type eg ObjectManager<Monster> monster_manager;

 - calling monster_manager.update() runs the update command on all the monster objects etc


Okay, so now that's out of the way, my problem is how do I get my objects talking to the manager? I want my player object for example to be able to tell the manager to create bullet objects.


But it seems the way I've designed it all only allows for messages to be sent downwards, not upwards. I tried including the calling objectmanager on each update call, but because the objectmanager is templated it didn't work.


I thought of creating a global messaging system, where a list of message objects is kept and every loop they are executed, but that's just moving the problem around, not really changing the structure (ie the message class would need access to the ObjectManager)


Am I going about this the wrong way?


Are there any good examples of basic games (but not Pong) that allow for expansion? Maybe something like object oriented space invaders?


Share this post

Link to post
Share on other sites

thanks for the great reply.  I have taken into account your suggestions. My biggest problems as you noted appear to be numbers 2, 3 and 5. Basically my game should know when the player has fired etc, not have the player class tell it. I was delegating too much down the chain. All my state classes should do is update the object it's attached to.


As far as my sprites go, yeah I need to re-write it - at the moment it works, but not how it should so I'm aware of that one...


And with no 1, the singleton, if I shouldn't use it then how do I instantiate the game? A static class?


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