Hi there and welcome to my second series of posts about my intake assignment for the NHTV Game Programming study. I've written several posts about the design process and if you haven't read those, here's part 1! Apparently, this assignment isn't mandatory if you are able to come to an interview. I'm doing it anyway, just to showcase what I can and hopefully don't even have to do an interview. I'm not afraid of that interview, but I just want to be that good that they know my capabilities well enough that an interview would be a waste of time. But first, let's get some things done!
In these posts, I will explain what I did to get the game to work. I will set up a basic class scheme and work that out while I am working on the game itself. This will probably be a long serie, since I feature-creeped the crap out of this game. I will not get everything done, but I want to get as much done as possible, using as many techniques/patterns as I can.
By the way, all the progress I make can be followed on my GitHub-page, where I keep track of most of my projects.
I've made a short list of classes to be used in the levels, so that doesn't include the FutureHUD yet. This means I have an idea how classes for the enemies and player should look like. SFML really takes a lot of work of my hands, it manages the drawing of sprites, setting up a loop and a lot more! Here's a diagram of the classes and some functions and variables they have.
This is nowhere near completed and I will make a lot of adjustments and additions to this diagram, but it gives an idea of what I think I need to begin with.
I have some conventions I like to stay with and those are as written below;
Member variables of a class have the m_ prefix
Global variables will have the g_ prefix
For all the primitive types, I prefix the variable name with 'i' for int, 'f' for float, 's' for string, 'b' for bool, 'c' for char, 'sh' for short, 'l' for long and 'x' for byte
I use camelCase, with a starting lowercase letter and a capital letter for each new word.
So, for a class-member variable name like movement-speed that will be a float, it would be m_fMovementSpeed. The first lowercase-letter is the f-prefix, so the word itself will be with starting uppercase.
In the next post, I will make the classes and add some functionality to the player.
In these posts, I will explain what I did to get the game to work. I will set up a basic class scheme and work that out while I am working on the game itself. This will probably be a long serie, since I feature-creeped the crap out of this game. I will not get everything done, but I want to get as much done as possible, using as many techniques/patterns as I can.
By the way, all the progress I make can be followed on my GitHub-page, where I keep track of most of my projects.
I've made a short list of classes to be used in the levels, so that doesn't include the FutureHUD yet. This means I have an idea how classes for the enemies and player should look like. SFML really takes a lot of work of my hands, it manages the drawing of sprites, setting up a loop and a lot more! Here's a diagram of the classes and some functions and variables they have.
This is nowhere near completed and I will make a lot of adjustments and additions to this diagram, but it gives an idea of what I think I need to begin with.
I have some conventions I like to stay with and those are as written below;
Member variables of a class have the m_ prefix
Global variables will have the g_ prefix
For all the primitive types, I prefix the variable name with 'i' for int, 'f' for float, 's' for string, 'b' for bool, 'c' for char, 'sh' for short, 'l' for long and 'x' for byte
I use camelCase, with a starting lowercase letter and a capital letter for each new word.
So, for a class-member variable name like movement-speed that will be a float, it would be m_fMovementSpeed. The first lowercase-letter is the f-prefix, so the word itself will be with starting uppercase.
In the next post, I will make the classes and add some functionality to the player.
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