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Author Topic: Attn: Software Engineering Division  (Read 794 times)

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Attn: Software Engineering Division
« on: June 08, 2011, 01:59:43 am »
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Software engineering is to begin.  We can start by building up a basic Zelda engine, because we all know what basics are required in Zelda.  I'm going to ask that we start this we a 3-step process:

1. Requirements gathering - Gathering a list of what will be needed for the basic parts of the engine.  What it will need to do, what the player will be allowed to do, and what it will contain.  A set of rules.

2. Scenario Design and Charting - The scenarios will be derived from the requirements.  Scenario being what things can occur in the engine.  The player swings the sword, brings up the pause menu, interacts with an item, an enemy searches for the player etc.  These scenarios will be written out and then charted in a flow chart.

3. Class design - The classes will be derived from the scenarios.  Basically, any nouns from that are going to be considered a class.  Verbs associated with those nouns will be actions of the class.  Designing the classes will entail choosing what classes are needed and their members.

Since requirement gathering does not take long, I'm going to ask this be done within the week.  The same due date as Game Design Currently has, June 15.  A thread will be posted with further details.
« Last Edit: June 08, 2011, 02:05:26 am by MG-Zero »
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Re: Attn: Software Engineering Division
« Reply #1 on: June 08, 2011, 04:35:53 am »
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Are we going to branch off our own version of the Community Minish Cap engine, or start from scratch?

Nevermind, saw the poll topic.
« Last Edit: June 08, 2011, 06:26:29 am by Colbydude »
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Xiphirx

wat
Re: Attn: Software Engineering Division
« Reply #2 on: June 08, 2011, 10:27:11 pm »
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The engine should feature the basic requirements for a Zelda game, movement, menus, items

I'd like it if we could implement some sort of scripting system that would handle the areas, add new items and handle cutscenes etc.
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Re: Attn: Software Engineering Division
« Reply #3 on: June 09, 2011, 03:51:43 am »
  • Minalien
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As far as implementing a scripting solution, I could easily wire in a scripting wrapper should the development be done in C++ or C#. I personally prefer AngelScript, because it's very C++-like, but I've also got experience with implementing Lua and (though not as much) Squirrel.

All three are pretty powerful scripting solutions, and would make things much easier on the level designers and scripters (those who would otherwise be writing with Game Maker would be very comfortable with any of the three I mentioned, I believe). This is also something for everybody who would rather we not write it in C++/C# to consider- they would still have a place doing the game scripting, if they couldn't keep up with engine programming.
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