Perspectives on game development
Posted: Sun Feb 03, 2013 7:33 am
I've been working on a simple 2D fighting game lately, but I've noticed that I'm hesitant to go forward with the programming. I'm having a hard time figuring out where to put certain variables like projectile velocity, collision details, map elements, etc. I want to be able to add mechanics to the game to make it more fun/interesting without having to re-write the whole codebase. Is that a feasible desire? Should I write in stone as much as possible up front?
I think I have a general understanding of the difference between procedural and object-oriented programming, but maybe I need help understanding it in the context of game development. I hear professional game developers talking about event managers and message handling, and I think I understand the ideas there, but how can I know if my project is big enough to warrant that stuff?
Resources that you know of that might help me would be great, but I'm also just trying to open up a general dialogue, maybe get some anecdotal input. Thanks guys. : )
I think I have a general understanding of the difference between procedural and object-oriented programming, but maybe I need help understanding it in the context of game development. I hear professional game developers talking about event managers and message handling, and I think I understand the ideas there, but how can I know if my project is big enough to warrant that stuff?
Resources that you know of that might help me would be great, but I'm also just trying to open up a general dialogue, maybe get some anecdotal input. Thanks guys. : )