Large Game Organization

crapscraps Member Posts: 353
edited November -1 in Working with GS (Mac)
Reading Photics Game Creation Log has got me thinking. Besides the actual making of such a large game there must be an enormous amount of organizational
skills that are required.

Starting a large game myself I am sure we all could benefit from a discussion of what is needed to keep things organized and the work flow moving without getting lost especially with having hundreds of actors/scenes and images.

Please share your favorite or most useful.

Comments

  • StuartYStuartY Member Posts: 134
    Well, something I'd recommend from the project I'm working on atm is to think about your hud, what (if anything) changes between the start of the game and the end and to think about how to allocate screen real-estate carefully in advance. For example, if you've got a game that requires the user to tap the bottom of the screen a lot during the later stages, don't stick a pause button there or you'll come to regret it.
  • quantumsheepquantumsheep Member Posts: 8,188
    I would say, break up the game into manageable chunks.

    For example - let's say you're going to have 5 levels. Make the first level completely before moving onto the rest. That way you can just cut and paste the first level and adjust things to make the other levels different.

    Also, break things up into categories. e.g.

    Player related stuff
    enemy related stuff
    environment/level related stuff
    HUD related stuff

    This way you can decide what you're going to work on, and it helps focus your efforts too.

    Other than that... make sure you name your variables sensibly, and always change the default name of 'rule' or 'change attribute' to something that tells you what exactly it does.

    Hope that helps!

    QS :D
  • AsymptoteellAsymptoteell Member Posts: 1,362
    Definetely start with basic game mechanics, then move on to level creation.
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