zondag 7 maart 2010

02/2010: game design/development

Development did finally start!

Firstly, a basic solution architecture had to be created:


Library: a reusable library of classes.
Editor: an MDI application with some custom editor tools.
LeVillagePerdu.Windows: the game itself.





As one can see, I will be targeting the Windows platform. If there is any time I will try it on an Xbox 360 too.

The Library project is the core project. It contains generic classes that are necessary for a 2D game. In the namespace Platform you will find all classes that are specific for a 2D platform game. The class diagram says it all:



































The  Editor project is an MDI application that helps me with some stuff:
  1. Splitting large image files in smaller files: since videocards are sometimes picky about the size of textures, it was necessary to use a commonly accepted format of 2048 pixels. But some of the background images are as large as 11520 pixels, so I wrote an algorithm that splits image files. The game itself contains functionality to 'stitch' those images at runtime.
  2. Calculating a path: after drawing the path on which Simon will walk I didn't want to manually input all coordinates of that path. So, this tool uses a sampling interval en calculates the coordinates of the path. Have a look at the screenshot.

















Finally the LeVillagePerdu.Windows project contains all custom logic and game content. It uses the Library project and extends it where necessary. This is also where XNA kicks in! The folder Content contains all game assets and is processed by the XNA content pipeline.



As you can see, the Background layer has been split in 3 parts and the Houses layer (which also contains the path) is splitted in 6 parts.

The Path.xml contains the coordinates of the path.

And Simon.png contains ... well yeah Simon :)






And the end result is ...

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