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DarkBASIC Discussion / The programming process

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Major Payn
21
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Joined: 16th Dec 2003
Location: United States of America
Posted: 8th Jan 2004 23:58
Hi

I am beginning to desighn a FPS but am confused about the programming process.
At first I thought that I would start with the main menu and go through the game one step at a time, But will that work? I am asking this question because I do not know how to begin and keep going through the game. For example do I go like this

(1)main menu

(2)load objects,controls, and all the other stuff needed to get the game working correctly

(3)level 1

(4) level 2 etc...

Or should I start differently? How do you go through making a complex game with many levels and menues?

One last thing when I am making a level should I store the level info under a GOSUB command or something els like a memblock or array.

Thanks.

Alienware area 51/radeon 9800 pro 256mb/sound blaster audigy 2/5.1 surround sound speakers.
JoelJ
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Location: UTAH
Posted: 9th Jan 2004 00:11
DONT start with the menu...start with the main game...just have a sphere that can move around, then make it shoot, then jump, etc...then worry about levels, then grfx/sfx, then menus and such...menus are ALWAYS last...you wont get anywhere by starting with the MM

BatVink
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Location: Gods own County, UK
Posted: 9th Jan 2004 01:18
A good way to design is to start with general concepts, then break them down into the components needed to make the concept work. Do it in a word processor so you can keep adding. Indent each level of components.

When you've finished, you've got a list of functions!

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
Jess T
Retired Moderator
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Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 9th Jan 2004 04:54
Indeed.

You need to modulise your code as much as possible, starting with the very basics first. Something like Darwin said, have a cube moving when you press the arrow keys ( that should always be first, the basic movement ).
Then, move onto jumping, or make it so that it moves faster when you press a certain key.

Then you can move onto makeing small parts of the level. and use these parts of the level for testing collisions etc.

Then... well, you get the idea.

Do what BatVink suggested and write down all the little bits of the game you need, like movement, then jumping, then collision, etc etc.

Don't worry about anything like weapons or enemies or levels or any of that stuff 'cos you'll just end up being crippled by the weight of what you are trying to do.

Hope I Helped...

PS, a much better post, thank you for taking my advice.


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
waffle
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Joined: 9th Sep 2002
Location: Western USA
Posted: 14th Jan 2004 14:49 Edited at: 14th Jan 2004 14:58
OOOPPPPSSSS

Step 1 - turn off the computer...

Step 2 - Turn off the TV

Step 3 - Make Coffee
while coffee is brewing,
Aquire a quite room
a pen paper and other primative stuff

Step 4 - Have A cup of coffee and stair at the tools....

Step 5 - Brain Storm
Write down ANY THOUGHTS about the game...
ANY THING GOES !!!!

keep writing for as long as ideas come....

Step 6 - Go for a walk......

Step 7 - Have a cup of coffee and review notes
while asking "What did I mean by that?"
"Is that even possible?"
"That's good, How do I do that?"

Step 8 - next day?
Compile notes into feature that you know how to do
and move the fancy features to the "I'll need help with that"
pile. Be prepared to "Not use that feature in a demo".

Step 9 - Review notes again
Decide on 1 - Game Controls
2 - Game Options
3 - How to do the menus

Step 10 - Draw out all interfaces for all screens
Like Internet options
How many players (real/bots or single player)
Health bars and other status stuff
Radar views
How many monsters and locations of...

When all this is done,
Step 11 - Turn on computer
Aquire or make media for your game

Step 12 - By now you'll know what to do next....



A bit wordy there, But, as to your question on how to do level1 - 2 -3 and so on.... It sounds like you need a level editor. That may be where to start. Then in your game you simply "LoadLevel(1)" and so on. Then in that function, you delete all current objects and matrixes and load in the new from a file. Obviously a level editor will be needed before a game can be made, but even before that you'll need a level viewer. The editor and viewer apps will need to be created simulateously. As a new feature is added to the game, the viewer must be updated to show it. The common thread between the editor and the viewer is the level file. A format for your level file must be determined before anything else can be done. For my level editor I cheated... I'm using *.ini files as they are unstructured, but you could use .txt files to permit viewing with notepad.... Where to start.... good question indeed.

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current project http://home.comcast.net/~norman.perry/Archon.html
JoelJ
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Joined: 8th Sep 2003
Location: UTAH
Posted: 15th Jan 2004 18:23
well said Waffle, i like that...

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