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1
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0answers
19 views

Easiest method to setup a UI for an app, and use .cpp for the logic of the touch handling? [closed]

This is specifically for iPhone development, can I use Xcode for this? Is there more to it than just dropping in my cpp files? Are there simple alternatives to Xcode?
14
votes
4answers
517 views

Can I use feature creep to my advantage?

Can I use feature creep to my advantage? Every time I prototype a game, features are inadvertently added. This happens either through coincidence, or it happens to be easy to add based on existing ...
0
votes
1answer
47 views

FSM AI design with no accept states

I'm new to game development and design, I've been looking forward to doing FSM AI design as it seems interesting to me, but I have a question that I see no answer for in the internet. I've seen FSM ...
1
vote
0answers
53 views

Is this the correct way to build class hierarchy? [closed]

Ok, so I have whole module that is in charge of generating player class in my game and after hours and hours of hard labour I came up with this hierarchy (snippets of code without making it too ...
-7
votes
1answer
73 views

Where to begin in game developing? [closed]

I have no experience with development, I have played many games and have great ideas but don't know where to start other then storyboards and ideas. I want to know what I'll need and how to start ...
6
votes
2answers
152 views

Good techniques for syncing gameplay actions to specific animation timings?

So I've come across an issue in the game I'm working on, but it seems to be a pretty fundamental thing that probably comes up in a lot of games. My game requires that some gameplay function occurs ...
2
votes
3answers
162 views

How do game engines mitigate CPU cost for many trigger zones & entities? [closed]

It's a rather simple question, but a somewhat fundamental in computing in general. Let's say we have a player controlled character in an open world. The world is large. In this game-world we have a ...
0
votes
1answer
55 views

Unified Aesthetics [closed]

I've been watching Extra Credits videos to learn concepts about designing video games and this one especially impacted me. It made me realize that the aesthetics of a game might have even more ...
0
votes
2answers
225 views

Good design for skills (heal,dmg etc)

I'm trying to create a good designed "skill system" for my game, but curious if anybody knows a good design? Skills can Heal,Damage ofc, they can be single target,multiple(chain), AOE. Instant ...
2
votes
1answer
102 views

Good approach in designing game classes [closed]

I took a semester-long course in java but I'm still a beginner in Object-Oriented programming paradigm. Suppose that I want to create a simple game where the player can go to different locations. Each ...
2
votes
1answer
119 views

Unity : callbacks in component based design

I am trying to use component based design in Unity3d v5. If I have 2 separate C# scripts attached to enemy ships like below: Script1.shipDead() - Remove game object and show explosion animation ...
1
vote
1answer
51 views

What does 'Discretizing Space' mean in the context of paper prototyping

I was browsing some lecture slides by Eric Anderson for his Cornell course CS 4154 (Analytics-driven Game Design). In a series of slides he mentions discretizing space as a way of paper prototyping ...
2
votes
2answers
166 views

Data model design using Core Data and Spritekit

I have a entity called Item, and every item can have two or three bonuses... What would be a good model design in this situation. I can think of something like: To have many optional attributes ...
0
votes
1answer
77 views

Resetting scene state

i was wondering what are the best practices for restarting the game, say for example in a platformer game when you die the game restarts and you have to reposition all the characters or reset the ...
1
vote
0answers
38 views

Searching for practical tutorial for designing levels for a platformer shooter game [closed]

Do you guys know a practical guide to get me started on learning how to design levels for a platformer shooter game? I've read some game design books but they tend to talk about general stuff, I want ...
3
votes
4answers
207 views

Architecture design in “buff-heavy” game? [duplicate]

I've been trying to wrap my head around this architectural design problem. Think of a game that has lots of spells and buffs (World of Warcraft, Diablo II etc), i.e. spells may cause buffs on ...
2
votes
3answers
329 views

How do I generate solar systems for a 2d universe map, but still look random

I need to generate 64 systems separated into 16 sectors, each with 4 systems. Each system must have another system within 10 units in it's own sector, but no closer than 3. One system in a sector ...
1
vote
2answers
129 views

OOP Question for Team System

I'm not quite sure right how I should create my "Team System". Lets say I have 2 teams with 4 players in there. The teams are Team Blue and Team Red. A team knows the amount of its members, the amount ...
4
votes
0answers
506 views

Why are god objects so common in game programming? [closed]

This is a bit of a philosophical question. Excuse me if it's out of place here. Most modern games developed in C++ use (or at least purport to use) an object-oriented approach. A common axiom of ...
5
votes
3answers
608 views

How to handle collisions without ugly conditionals and type checking?

(I asked a similar question, but this one is far more specific). How can I handle collisions without having to do a lot of type checking and if statements? People here suggested that when spotting a ...
2
votes
2answers
735 views

Which Design Patterns Should I consider for Quest Management? [closed]

I am working on an fantasy RPG and I would like to get some ideas about how I am implementing Quests. Quests in my game are very generic. The quest goal can be almost anything in the game. The goal ...
0
votes
0answers
22 views

Component systems: No inheritance hierarchy at all, or a basic one? [duplicate]

(I asked a similar question, but it had more questions inside it and I feel it wasn't clear enough, so I'm opening a new one). Until recently I implemented all my games using an inheritance ...
1
vote
2answers
164 views

Mentality for the hard initial stage of game development [duplicate]

I feel like there is a lot of excitement involving the initial steps towards developing games. Kids (myself younger self included) get very excited about making games and talk for hours about the ...
10
votes
2answers
868 views

What are the benefits of using an entity ID system?

I'm currently reading the book Programming Game AI By Example. The book mentions assigning unique ID numbers to each entity in the game. Often when entity A needs to contact entity B, A gets a ...
1
vote
1answer
163 views

Server-side game state computing for multiplayer gaming [closed]

When making multiplayer game ( some abstract game ). Controlling actions from players are collected on the server side and changing the World's state. There are several ways to organize it: Most ...
2
votes
3answers
1k views

Visitor-pattern vs inheritance for rendering

I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, ...