[gameprogrammer] Re: Design resources
- From: Bob Pendleton <bob@xxxxxxxxxxxxx>
- To: Gameprogrammer Mailing List <gameprogrammer@xxxxxxxxxxxxx>
- Date: Thu, 10 Jun 2004 11:37:45 -0500
On Thu, 2004-06-10 at 01:09, Dominic McDonnell wrote:
> 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
There are as many ways to design programs as their are programmers and
organizations. For doing high level design I have found that writing the
users manual works very well. For games I find that writing down all the
details of what you want the player to see and feel is a good place to
start. Then you ask "how do I make it do that?". At that point you are
doing low level design. The most import thing is to not even sort of
think about or worry about code, operating system, graphics APIs or any
of that until you have written out what you want. Then, when you are
trying to figure out how to make it happen, you worry about the
technology. And, you must we willing to trim what to want to match what
is possible.
Bob Pendleton
>
> 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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+--------------------------------------+
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+ email: Bob@xxxxxxxxxxxxx +
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- [gameprogrammer] Re: Design resources
- From: Kevin Jenkins
- [gameprogrammer] Re: Design resources
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- [gameprogrammer] Re: Design resources
- From: Dominic McDonnell