Closed xobust closed 8 years ago
http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ How we could use composition
Well this is what I think about when you say that we use composition. dead link removed
@macaullyjames
The image link is dead :( If you just drag images into the comment box GH will upload them for you automagically 👍
Ah, found it:
What do you think?
My advice would be to have a clearer picture of your MVP before thinking about how you're going to implement it, otherwise you're going to do a lot of unnecessary work :) It's hard to tell whether or not it's good design when I don't know what you're designing ^^
Also, make sure your design is firmly rooted in the framework (MonoGame, right?). You can't design the game without taking that into account :)
Well the design problem that I have the hardest time figuring out is how to have the different entities interact in a good way.
Since it is a game you want the player to be able to interact with the state of the world i.e hit a enemy or leave a room. However you don't want to expose the state of the world to the games entities. I have thought about two ways to solve to solve this problem:
It feels like there should be a "standard" way of doing this in MonoGame, what have other people done? :)
This was the only example project I found http://gamedevelopment.tutsplus.com/tutorials/make-a-neon-vector-shooter-in-xna-basic-gameplay--gamedev-9859
Robert and i discussed how we should implement movement of enemies. My idea is that we solve this by using a controller, similar to how we are going to use a controller to detect collisions.
Here is a short explanation about how the controller will work.
So for example the enemy movement controller checks the possition of the GameManager.Player and moves the enemies towards him
Lets discuss our design approach regarding the architecture of the project