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  1. #2
    How did they do things on Amiga? Did they have OOP or was it all structured?

    I would recommend simplifying everything, start from the start. Divide into smaller and smaller problems and solve them one at a time. Once you have something that is bigger and more complex you will see which if any of the more complicated stuff you need to implement. It maybe more work than just 'doing it' perfect the first time, but that way you have excellent understanding of why things like object lists exist and what problems they solve and what the game needs in order to work.


    1) Separate data and logic. Pass the data to the logic step(s) as parameter, for each game turn to be processed. a) Process unit initiative b) Do communication c) Move and battle and physical activities d) tally resources e) AI thinks... and so on.

    2) No. And no multithreading either.

    3) Go turn based and you do not need to think about time. Again, you can add real time later.

    4) You should look for tutorials in other languages and see which ones work for you. Once you find a good one it is worth the trouble to try to decipher the (foreign) code.
    Last edited by Thyandyr; 15-12-2017 at 09:54 AM.

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