Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.
-1
votes
0answers
94 views
How should I implement simple/basic combat and leveling in my C++ Rogue Like Game? [closed]
I recently started making a rogue-like game to freshen up on my c++ programming and I'm to the point where I need to decide how the major mechanics should be implemented. I guess C++ doesn't really ...
1
vote
0answers
40 views
Cyclic dependencies between classes [migrated]
I am having troubles with dependencies between two classes.
The problem is the following:
I got two classes, Timestamp and Exception. Exception is abstract and all possible exceptions derive from ...
0
votes
1answer
95 views
Ideas wich design patterns apply in my school assignment [closed]
For a assignment for school i've to develop a game in Microsoft XNA 4. Let me first clear out that my intention of this post is NOT to give me codes. I want to figure out things by my self. The ...
4
votes
2answers
303 views
Component based game engine and dependencies - singletons [closed]
I am thinking about how to create component based game engine.
I understand that all things should be very similar as in Data Oriented Design (each object is a collection of various structures as ...
2
votes
1answer
115 views
What is the best design pattern to apply effects and abilities?
What would be the best design pattern to apply effects and abilities in a game. For example:
I have a unit that has base stats like attack power, defense etc. The unit can hold several items that ...
4
votes
2answers
415 views
Game Editor plugin architecture
I'm creating 3D Game Editor for my own use. As rendering i took Ogre3D and MFC as UI.
I faced with architecture problem.
I am using Document/View architecture and for each Doc. i create new ...
1
vote
0answers
76 views
What is the right way to use a QStateMachine for a text adventure game?
I have seen a couple topics about this already but they were a bit vague for me so I decided to make this. I'm working on a little adventure game just for fun in Qt, its basically just text on the ...
13
votes
5answers
731 views
Dictionary of common names for code objects
I'm looking for a common dictionary of terms (much like design patterns have a common language for how things interact) that are specific to games.
For instance, if I'm making a game of pong with a ...
6
votes
1answer
214 views
Rule / validation design pattern
What design patterns can be used to create a rule / validation system for a game like chess (this is just a simple example, the actual game needs more difficult sets of rules)
I've read several ...
12
votes
2answers
556 views
Design of a turn-based game where actions have side-effects
I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
3
votes
2answers
250 views
Making character's skills and abilities as commands, good practice?
I am designing for a game that consist of characters who have unique offensive skills and other abilities such as building, repairing, etc. Players can control multiple of such characters.
I'm ...
5
votes
4answers
533 views
Retrieving components from game objects (entities)
Using C# and XNA 4, I've made the decision to go for an entity-component based design for my game after reading such posts as this and this, but I'm now struggling to find how to retrieve components ...
8
votes
3answers
248 views
How to have operations with character/items in binary with concrete operations?
I have the next problem.
A item can have a lot of states:
NORMAL = 0000000
DRY = 0000001
HOT = 0000010
BURNING = 0000100
WET = 0001000
COLD = 0010000
FROZEN = 0100000
POISONED= ...
1
vote
1answer
186 views
How can I refactor my code to use fewer singletons?
I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have:
A ...
-1
votes
3answers
189 views
correct pattern to handle a lot of entities in a game
In my game I usually have every NPC / items etc being derived from a base class "entity".
Then they all basically have a virtual method called "update" that I would class for each entity in my game at ...