Skip to main content

object oriented programming

Object oriented programming is a sound and bold approach to c++ and
internet wiring application and video games. It reduces a lot of code
messes, made by global and half global functions. One of the more

advanced object programming techniques are private access, poly
morph and object message inheritance. It is set by c++ bjarne
stroustrup and iso isometric standard convention comitee to use

classes instead of structs and structures for making objects. Which
means you most definitely should, but not must or have to.

class Monster
{
    std::string memory_attributes{};
public:
    void treck();
    void track();
    void trace();
};

The treck() function makes the monster roam and do human like jogging
and trimming. track() means the monster goes ai path tracking and
trace() means it tries to find other monsters in the area.

class Weapon
{
    std::string memory_attributes{};
public:
   void use();
};

void Weapon::use()
{
    for(;;)
    {
        weapon_shift(memory_attributes);
        if (memory_attrributes == "clear")
        {
            break;
        }
    }
}

The use of weapons on monsters:

void fight(Monster&, Weapon&);

It is also possible to make new sorted game modes with polymorphism
to apply weapons and monsters to alternative mechanisms of either or
both. Inheritance an be used for making an inventory and memory

utilities.

Comments

Popular posts from this blog

Level design basics, part 7

Meta files Meta means in between. Wild hard ware and soft ware connection. A game design level document is just documentation; it is normal text. Actual level files however are en coded. Not normal text, in other words; which is why they are a lot harder to make. Forests for example are hard to put into a text file. Trees are real world eco systems that are the source of nature and life. It is one thing to put a real world object into a game, what is even a LOT harder is putting one, for example a tree into a text file. Source code is just sofware, it is nothing but encoded writing, which is why to put it into soft ware is not exactly easy, but has been done many times before. However, putting source code directly into hard ware is a completely different thing. That's where meta files come in handy. Meta files are clay ware. They work very similiar to a human brain. Like a connection between software and hardware. A meta file contains level game design documentation and level code.

Level design basics, part 2

An arch level design is hard, as it doesn't involve only polygon boxes, but also also three dimensional curve lines. If you ever played. Americas army 1, you'll know how hard it is to make a curve building, like the famous over played bridge crossing map. The point is to start. With one curve. Curve is not a straight line, but it's still a line. Means it is possible to apply lines into a three dimensional level. arch 0 0 1 0

Coding

I find it extremely hard to code a game. It gets worse than that. I also have to do the game design, UI design, level design and the story. Basically lots of bugs, lots to learn, lots to design. The good news is I have a teammate and she works on level design and story. Helps a lot regardless there is tons of work to be done before even first of the three Trix games gets published. I sometimes work even 12 hours a day. Yikes!