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#37 |
Frequent Poster
Join Date: Jun 2005
Posts: 165
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Re: Creating a process game
Let's put it like this: any kind of blur used excessively should probably be put there in code instead of in the image, maybe for something like a fog effect in a swamp area or something like that.
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#38 |
ミンナニ ナイショダヨ
Join Date: Jul 2008
Location: St. Canard
Posts: 6,091
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Re: Creating a process game
Do that, and I'm giving blackshirtboy a gun, ammo, and your home address. Just sayin'.
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#39 |
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Join Date: Jun 2005
Posts: 165
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Re: Creating a process game
Well, some fog effects and such would probably be welcome, but I'm not sure what the best way to achieve it is just yet. Would need to try it out. Obviously anything that happens in that respect would be either by request of or with permission from the artists.
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#40 |
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Join Date: Jun 2005
Posts: 165
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Re: Creating a process game
Just had that game engine design talk with my colleagues over a couple of beers. If anyone's interested: in the end we settled on the global design attached to this post (XNA-provided stuff not included), which luckily didn't differ much from my original plans. I'll start building tonight/tomorrow.
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#41 |
The Magical Mammary Man
Join Date: Jul 2006
Location: In my chair. ._.
Posts: 1,171
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Re: Creating a process game
Oh snap, a flowchart. Someone else actually knows how to actually go through the development process!
Was that made in any particular flowchart software or was it sort of free-handed? EDIT: Flowchart, UML diagram, close enough to be the same. <_<
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#42 |
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Join Date: Jun 2005
Posts: 165
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Re: Creating a process game
A class diagram to be exact.
![]() I made it using Microsoft Visio. I've used similar software but this is the best I encountered. Microsoft may get a lot of lip but between Visio and Visual Studio they've got an awesome developer's toolbox. ![]() |
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#43 |
Master of Light and Dark
Join Date: Jul 2012
Location: The far reaches of the galaxy
Posts: 314
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Re: Creating a process game
Looks good, we can always subdivide further if needed.
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#44 |
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Join Date: Jun 2005
Posts: 165
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Re: Creating a process game
Crap, I just found out that I overlooked a "Behavior" class to implement simple AI into the non-player-controlled sprites. Back to the drawing board.
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#45 | |
ミンナニ ナイショダヨ
Join Date: Jul 2008
Location: St. Canard
Posts: 6,091
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Re: Creating a process game
Quote:
...then again, more hours programming equals more money from programming... Can haz epiphany? ![]()
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#46 |
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Join Date: Jun 2005
Posts: 165
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Re: Creating a process game
I was going to put their behaviors in the relevant Sprite classes, but that means I'd have to make one for flying sprite #1, and a different one for flying sprite #2 that looks differently. Now I'll just add in a Behavior object that tells the sprite how it will move so I can have identical sprites move differently or different sprites move in the same way.
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#47 |
Frequent Poster
Join Date: Jun 2005
Posts: 165
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Re: Creating a process game
Do you think it's allowed if I open a thread in the TF section pointing to this one while asking for artists? I think this forum isn't read by as many people, but I also know most forum owners don't like it when you cross-post messages.
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#48 | |
ミンナニ ナイショダヨ
Join Date: Jul 2008
Location: St. Canard
Posts: 6,091
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Re: Creating a process game
Quote:
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