🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: rec.games.programmer
2 messages
2 total messages Started by Michael A. Kelly Mon, 15 Oct 1990 07:03
Basic design of an arcade-style game
#971
Author: Michael A. Kelly
Date: Mon, 15 Oct 1990 07:03
22 lines
1325 bytes

Hello, peoples.  A friend of mine and I are planning on writing an arcade-
style game for the Mac II series.  We would like some input from you
experienced professional programmers on how to design such a creature.

So far we have been thinking in object-oriented terms; e.g. there would be
a list of entities which would each have methods for moving, attacking,
and drawing themselves, and the main event loop would call these methods
repeatedly.

How would _you_ design it?


Thanks in advance,

Mike.
--
Michael A. Kelly                 | "Resistance is futile."                  
Internet: mkelly@cs.uoregon.edu  |        - Locutus of Borg                   
America Online: Michael792       | "Fire!"                                  
Compu$erve: 73567,1651           |        - Captain Riker of the USS Enterprise
Re: Basic design of an arcade-style game
#973
Author: Nicklas Ungman
Date: Sat, 20 Oct 1990 09:28
17 lines
1527 bytes
>Hello, peoples.  A friend of mine and I are planning on writing an arcade-
>style game for the Mac II series.  We would like some input from you
>experienced professional programmers on how to design such a creature.

>So far we have been thinking in object-oriented terms; e.g. there would be
>a list of entities which would each have methods for moving, attacking,
>and drawing themselves, and the main event loop would call these methods
>repeatedly.

I think the idea of object-styled programming is very good. A real
object-oriented language can maybe be too slow.
One important thing I like in arcade games is that the enemies are
'intelligent'. There are millions of games in which the enemies only
moves in a constant path. I really hate those game where you have to
remember where, and in which order different enemies moves and attacks.
All enemy objects should consider position of the player. Maybe they
could also consider the surroundings and other enemies.
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads