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  what type of software is a game?  (Read 1347 times)
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Offline Kommi

Junior Member




All opinions will be lined up and shot!


« Posted 2006-02-02 22:18:35 »

If someone was to put down on paper (uml I guess) the design of a simple platformer, what diagrams should be used. I have always had the trouble of figuring out how to document the different modules of a game and how they relate to each other. Any general suggestions?

Kommi
Offline CaptainJester

JGO Knight


Medals: 12
Projects: 2
Exp: 14 years


Make it work; make it better.


« Reply #1 - Posted 2006-02-03 05:00:12 »

http://www.gamedev.net/reference/list.asp?categoryid=23

There are design document articles in that link.

Offline Kommi

Junior Member




All opinions will be lined up and shot!


« Reply #2 - Posted 2006-02-06 21:24:55 »

Looked over the topics on gamedev. I understand the structure behind the game desig doc, but was wondering what other tools are used? I am guessing uml class diagrams that show object hierarchies, but what other design formats are helpful? I have done designs before for shopping carts and such, but have never designed/built a complete software system such as a game.

Kommi
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Offline Mr_Light

Senior Member




shiny.


« Reply #3 - Posted 2006-02-06 23:01:49 »

I beleave games fit more in an creative process then other applications, functionality isn't always(or almost never) kown ahead of time. this makes documentation difficuld I assume

It's harder to read code than to write it. - it's even harder to write readable code.

The gospel of brother Riven: "The guarantee that all bugs are in *your* code is worth gold." Amen brother a-m-e-n.
Offline CaptainJester

JGO Knight


Medals: 12
Projects: 2
Exp: 14 years


Make it work; make it better.


« Reply #4 - Posted 2006-02-07 01:14:23 »

You should think of your design doc as a living document.  Get your overall design down.  Then try to get a basic demo going.  Just enough to get something on the screen.  A lot of times this will save you hours of writing, because you can test something quickly to see if it will work.  Go back and forth from design doc to programming.  You just have to be careful not to overdue programming in an area that isn't documented yet.

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