[rec.games.programmer] Basic design of an arcade-style game

mkelly@cs.uoregon.edu (Michael A. Kelly) (10/15/90)

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."                  
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nv89-nun@dront.nada.kth.se (Nicklas Ungman) (10/20/90)

>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.