Welcome to my Pokemon Clone design thread. I need help fleshing out the systems needed to make a flexible single player skeleton for the game. I plan to reuse sprites, audio clips, and data so I just need to create a scale-able system to display, manage, and update whatever I throw at it. This is not for commercial purposes, I have watched the serious spiral into chaos, I have a few features up my sleeve, and I want to see if I can bring life back to the dying series. I haven't gotten to far just yet, the reason being is, I don't know how to mesh everything together properly to begin with.
I need direction. The language and the libraries aren't set in stone, It is looking like SDL and C++. I'll try and explain what I've got so far.[list]
[*]A blueprint of factory class that contains all the information necessary for making instances of Pokemon, sprites, items, etc.
[*]A memory class that keeps track of instances being used by the game.
[*]A game class that will wrap SDL and provide an interface to the references and instances noted above.
[*]In between the blueprints and instances there will have to be a function that creates the game world, polling blueprints and creating instances in all the necessary spots to (re)create the world in memory.
//blueprints - use separate header files for all of the references?
int main(int argc, char* argv)
This is what I have so far, it is sort of an outline.
Should I make separate classes for everything and allow the game class to access everything?
How should I go about creating instances and generating the world? Vectors for each entity that SDL will loop over?
I'm having a bit of a design crisis I suppose.