[gameprogrammer] Re: Design resources
- From: Dominic McDonnell <telarau@xxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 10 Jun 2004 16:09:02 +1000
Thanks, I'll look into making design docs.
I looked at UML, but it doesn't fit my purposes. I don't think that
learning a new language is necessary, english does fine.
I was wondering what other techniques for planning programs were used.
Dominic McDonnell
Keith Emery wrote:
>Hi Dominic,
>
>Your situation sounds similar to mine. I recently completed a course called
>"Object Oriented Program Design" and found it very helpful. The strategy works
>best with OOP but the principles would apply to the design of any complex
>program.
>
>In a nutshell this is the approach I would recommend.
>
>First, create a game design document. As with any written document, go from
>general to specific. First outline what you game is about. Be specific about
>the game's objectives, world, characters etc. but leave out any details about
>how you will implement your programs objectives (i.e. don't worry yet with
>details regarding the interface, hardware etc.) The first go round should be
>all about the game and gameplay.
>
>Second, once the design document is in hand you can begin to apply the tools
>of the Uniform Modeling Language
>http://www.omg.org/gettingstarted/what_is_uml.htm . Key to this is the
>identification of Use Cases--specific activities that your program must
>perform.
>This will help you translate you design document into the diagrams and
>ultimately the code that makes you game a reality. There is a whole slew of
>diagram types--you may not use them all but they can help you organize your
>thoughts and your program. They also help you identify classes, and
>relationships between the classes identified. (I have assumed that you are
>working in C++ or a similar OOP language). Eventually you will create a
>sequence diagram that will help you identify your implementation classes that
>specify how your interface will be designed and implemented.
>
>Finally, you do the actual coding based on the classes you have identified
>through your modelling. I should point out that the UML gurus stress that the
>whole approach is iterative and that you will refine your models each step of
>the way.
>
>I have left out a whole semester's worth of detail but hopefully the link
>above will help you get started if it is a path you choose to persue. There
>are several programs that are designed for this type of modeling-Visio
>Professional from Microsoft and Rational Rose (which I think is
>supported/produced by IBM). There are others as well but I am familiar with
>these two. Visio is the more affordable of the two.
>
>You may find the whole process overwhelming or just plain pointless for your
>purposes but it can help you organize and design your program.
>
>Good luck and take care,
>
>Keith
>Dominic McDonnell <telarau@xxxxxxxxxxxx> wrote:
>Hi,
>I've been programming for a little while, and I've finally got
>around to making games (my primary objective when I started :-). But
>I've hit a snag. Games are a lot more complicated than the other
>programs that I've created. I have been coding programs with little or
>no planning, and that just doesn't work with complicated projects. I
>have looked around the internet for resources on designing programs, but
>all I can seem to find is tutorials or articles on the design of the
>interface not designing the code underneath. I was wondering if you
>could tell me of any book or other resource that would give me some
>help. By design I mean techniques for defining what the program has to
>do, and then how to go about it.
>Dominic McDonnell
>
>
>
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