Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
  1. Home
  2. General Programming
  3. Design and Architecture
  4. Mini-Game Design

Mini-Game Design

Scheduled Pinned Locked Moved Design and Architecture
designgame-devtestingbeta-testing
2 Posts 2 Posters 4 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • R Offline
    R Offline
    Ri Qen Sin
    wrote on last edited by
    #1

    This is probably the first game I've ever worked on. I want to use it as a testing platform for concepts which will be used in another much larger project. To give you an idea of what "this game" is, I will describe it to you below: It is a game with one or more characters, and some artificial intelligence opponents. It is a 3rd-person shooting game. The game is somewhat 3-dimensional, and uses Windows Presentation Foundation to draw the 3D scenery, but the maps are flat and tile-based (however, movement resolution is finer than a tile—They can have different positions/locations within the tile). Most calculations will be using two dimensions. The game has 3 major parts: the terrain, the terrain objects, and characters which move on the terrain and interact with other characters and objects on it. They are all contain in a level/stage/map. The terrain is tile-based. A tile can accomodate any number of terrain object, and one character. Each tile is customizable by the designer (the image painted onto its surface). The entire collection of tiles may or may not form a rectangular terrain. The tiles are static and do not change during runtime. Terrain objects are in-game objects which the characters can interact with. They may be walls, bushes, a roof over the head, explosive barrels, etc. Terrain objects have some properties: whether a character can walk through it, whether it is indestructible, how high it it from the tile it is on, etc. Several terrain objects can be on a tile. They can be placed on the terrain during design time or dynamically during runtime (such as setting explosives by a character, and detonating by another). Characters are in-game entities that are mobile on the terrain. They are basically there to eliminate other [non-friendly/neutral] entities. Characters are also the most dynamic of them all. They can have any appearance. Their appearance changes when they are damaged, dead, or switching weapons. They can rotate anywhere from 1 to 360 degrees in very fine intervals. (The character on screen always faces forward. The camera is swung around the character to keep it that way.) Although character movements are not restricted to individual tiles (meaning they can move left a quarter of a tile rather than having to move to an entirely new tile) each tile can contain only one character. A character is a tile wide, which makes it impossible for two characters to be on the same tile. When a character uses a weapon (like a grenade, a gun, or setting mines) it always throws/shoots straight a

    P 1 Reply Last reply
    0
    • R Ri Qen Sin

      This is probably the first game I've ever worked on. I want to use it as a testing platform for concepts which will be used in another much larger project. To give you an idea of what "this game" is, I will describe it to you below: It is a game with one or more characters, and some artificial intelligence opponents. It is a 3rd-person shooting game. The game is somewhat 3-dimensional, and uses Windows Presentation Foundation to draw the 3D scenery, but the maps are flat and tile-based (however, movement resolution is finer than a tile—They can have different positions/locations within the tile). Most calculations will be using two dimensions. The game has 3 major parts: the terrain, the terrain objects, and characters which move on the terrain and interact with other characters and objects on it. They are all contain in a level/stage/map. The terrain is tile-based. A tile can accomodate any number of terrain object, and one character. Each tile is customizable by the designer (the image painted onto its surface). The entire collection of tiles may or may not form a rectangular terrain. The tiles are static and do not change during runtime. Terrain objects are in-game objects which the characters can interact with. They may be walls, bushes, a roof over the head, explosive barrels, etc. Terrain objects have some properties: whether a character can walk through it, whether it is indestructible, how high it it from the tile it is on, etc. Several terrain objects can be on a tile. They can be placed on the terrain during design time or dynamically during runtime (such as setting explosives by a character, and detonating by another). Characters are in-game entities that are mobile on the terrain. They are basically there to eliminate other [non-friendly/neutral] entities. Characters are also the most dynamic of them all. They can have any appearance. Their appearance changes when they are damaged, dead, or switching weapons. They can rotate anywhere from 1 to 360 degrees in very fine intervals. (The character on screen always faces forward. The camera is swung around the character to keep it that way.) Although character movements are not restricted to individual tiles (meaning they can move left a quarter of a tile rather than having to move to an entirely new tile) each tile can contain only one character. A character is a tile wide, which makes it impossible for two characters to be on the same tile. When a character uses a weapon (like a grenade, a gun, or setting mines) it always throws/shoots straight a

      P Offline
      P Offline
      Paul Conrad
      wrote on last edited by
      #2

      How is your game coming along?

      "Real programmers just throw a bunch of 1s and 0s at the computer to see what sticks" - Pete O'Hanlon

      1 Reply Last reply
      0
      Reply
      • Reply as topic
      Log in to reply
      • Oldest to Newest
      • Newest to Oldest
      • Most Votes


      • Login

      • Don't have an account? Register

      • Login or register to search.
      • First post
        Last post
      0
      • Categories
      • Recent
      • Tags
      • Popular
      • World
      • Users
      • Groups