To put it simply, do you create the rules, then make the outline, then fill
in the blanks and modify them to follow the rules?
---
If guns cause crime, pencils cause misspelled words.
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Sunday, February 15, 2009 9:03 AM
Subject: Re: [Audyssey] what's involved in making a game?
Hi Shaun,
Quote
tom I think the first question should be what was the first thing you
coded, or the
first part of the game minor or major did you do first, ie the menu, the
interface,
etc.
End quote
Well, if you are starting a game from scratch you can't really jump in and
start programming menus etc. You have to program the more low level
portions of the game such as global variables, classes, objects, etc. You
really can't do anything until you have created the foundation classes
that the program/game runs on. You can't create player's, enemy monsters,
or even menus until you work on the classes that stores all the
information for the game. Let's explain this in
English instead of techno speak.
Most modern languages such as C#, Java, VB 2008, etdc are created using a
programming methodology called object oriented programming. Objecs are
simply people, places, and things that make up your game world. The main
character is an object, your weapons might be objects, all enemies might
be objects, the game world itself might be an object, the Window that your
game plays in is an object, etc. In other words you start with a simple
idea, say a person, and then you set about creating that object from the
ground up. You can't just create a game player character until you create
its class which defines what a character is. Your main character class
might have variables/functions which holds the character's location,
health, direction facing, whatever. Once you have created the class
containing all of the character's essential features then you can then
create a new instance of that character called an object. The object
therefore is the character we want and its class describes or defines what
that character is or can do.
Bottom line, you have to start by defining what things are before you can
actually create them. I know this probably sounds more complicated than it
really is. In fact, object oriented programming is much easier, less
complicated, and more programmer friendly than older procedural languages.
There are lots and lots of reasons why object oriented programming is all
around better, and why object oriented style programming is much more
common today then procedural programming. Main reason is everything is
arranged by class and object type which allows you to work directly with
concepts like a game window, person, place, or thing rather than a bunch
of variables and functions tossed together in a source file that may or
might not be related.
HTH.
---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to
[email protected].
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the
list,
please send E-mail to [email protected].
---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].