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Personally the way I start a game is to break it down into
sections
type: action
adventure
rpg
learning
ect.
second I decide/determin what kind of world it will be taking
place in
playfeild: boxed
scrolling
3D
2D layerd
rapped
after that I consentrate on actual programming starting with
input
How are players going to interact with this
game. I would recommend you at least put in keyboard suport for the first
stages, it can allways be taken out when it is ported. Meese, joy
pad/stick and dedicated devices can be added and tested later butt keep them in
mind.
Set up the playing field, make a map(s) of
all the static objects. Create the graphic reps for said objects and
display them.
set up the action objects, make the rules
they follow. What do they react to and how? Reachion objects.
What acts on them and what happens to it when it does?(player controlled objects
fit in this catagory)
Once the graphics are in place you'll want
sound, there's only 2 sound areas I concern myself
background
reaction
Background sound, if possible, I send to
the card and loop it.
reaction sounds I tie into the graphic
reactions (arrows launch and striking home, ax hitting a tree,
ect.)
I know the abbove leaves a lottttttttttttttttttt to be desired
in axual programming, but no project is to big if you break it into enough
parts.
thanks and don't worry about correcting my
spelling
PS others may do it differently
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