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Game Design
Posted: Tue Oct 11, 2011 10:32 am
by OliverNordbjerg
Hello!
My first game design concept is done, and I just wanted to hear what you think. The game is called Space Smash!, and is basically a game where you grab your enemies and throw them at each other. I haven't started coding yet, but the structure and the core concepts of the game are available at Google Docs.
The structure of my game can be viewed here. (Ignore the "To add"-box, it's for another version if desired)
Will this be solid, or do you have any improvements?
Thanks!
Edit: Maybe I should explain the different lines before any confusion starts to kick in. A line with no arrow means that the two classes interact. The ImageManager, for example, holds Images, thus the line. Lines with an arrow shows inheritance, and the green line is to represent that the Game class contains one instance of every Manager class. Also, the Managers along with the Game contains a pointer to the Input class for recieving input, of course.
Re: Game Design
Posted: Tue Oct 11, 2011 3:23 pm
by k1net1k
welcome !
Im not quite sure I understand how your player/enemy/character descends from entity
Re: Game Design
Posted: Wed Oct 12, 2011 3:46 am
by treyrust
Looks ok to me, but take that with a grain of salt... The best way to learn is to do. You'll learn a lot more if you make this engine from your own design and then realize some things could have been done better, than if you listened to experienced people and tried to stay on the rails of what they do. Because then you'll have a good understanding of WHY you would do it differently.
But shouldn't this be moved to the Programming section, since it's talking about the engine design and not the game itself?
Re: Game Design
Posted: Wed Oct 12, 2011 7:44 am
by OliverNordbjerg
treyrust wrote:Looks ok to me, but take that with a grain of salt... The best way to learn is to do. You'll learn a lot more if you make this engine from your own design and then realize some things could have been done better, than if you listened to experienced people and tried to stay on the rails of what they do. Because then you'll have a good understanding of WHY you would do it differently.
But shouldn't this be moved to the Programming section, since it's talking about the engine design and not the game itself?
Thanks for the advice!
I also wondered for a few minutes before posting whether it should be in the programming or design section. First post.
k1net1k wrote:welcome !
Im not quite sure I understand how your player/enemy/character descends from entity
The entity is a base class for all entities in the game. In my game an entity has a position, a texture and a velocity.
Re: Game Design
Posted: Wed Oct 12, 2011 4:49 pm
by SPR_Phantom
treyrust wrote:Looks ok to me, but take that with a grain of salt... The best way to learn is to do. You'll learn a lot more if you make this engine from your own design and then realize some things could have been done better, than if you listened to experienced people and tried to stay on the rails of what they do. Because then you'll have a good understanding of WHY you would do it differently.
But shouldn't this be moved to the Programming section, since it's talking about the engine design and not the game itself?
Brilliant advice!
Re: Game Design
Posted: Fri Oct 14, 2011 3:08 am
by Obscurity
treyrust wrote:Looks ok to me, but take that with a grain of salt... The best way to learn is to do. You'll learn a lot more if you make this engine from your own design and then realize some things could have been done better, than if you listened to experienced people and tried to stay on the rails of what they do. Because then you'll have a good understanding of WHY you would do it differently.
But shouldn't this be moved to the Programming section, since it's talking about the engine design and not the game itself?
Couldn't agree with that statement more, treyrust!
I don't necessarily agree with your idea of ignoring the advice of EXPERIENCED persons.
It is easier, and better to learn from the successes from others, as to avoid their mistakes as well...
... If someone says to not stick your finger into an outlet, do you really need to, to understand what will happen?
You can, however, read on what will happen if you try these 'bad' paradigms, or designs.
Re: Game Design
Posted: Mon Nov 14, 2011 12:44 am
by MadPumpkin
I'd go with stick your finger in an outlet, to FEEL what happens... It sounds like a bad joke, but really I'm using it as proper metaphor. When you stick your finger in an outlet "just to see what happens" aka. Learn you did something stupid, by doing something stupid and ignoring advice. You learn more than you ever could have, just by not doing it. But what I mean by feeling what happens. Is that you recognize the fact that stupid shit will happen, and that you've been forewarned before you do it, BEFORE YOU DO IT. But that doesn't always mean don't do it. (usually this is where common sense comes into play as far as "hmm I'll learn by doing" goes).