Wednesday, January 31, 2007

TUTORIAL: A DATA DRIVEN SAMPLE ("SHOOTER ZERO")

Continuing with the "XNA Community Pimpage" tradition, I recommend reading this post on Gamey Little Hacker's Blog about data-driven game architecture and implementation.

Not only is the second part of the series on the matter but also you will find an interesting demo sample code which will bring some light for those of us who need tips and examples (and I say "of us" because I'm starting to deal with the concept of "Entity" within my engine so this example comes to me in the proper moment).

From GLH's blog: "Questions are welcome, and if there's enough interest I could write a few more posts that break out the details."

All in favor of more posts just raise your hands, or ... well, say, let GLH know that you're interested in more posts on this regard ... I am ...

4 comments:

  1. Thanks for the mention Ultrahead.

    Anything specific you'd like me to discuss?

    ReplyDelete
  2. Wow! Let me see ... in fact, the code seems pretty self-explanatory to me; the 'ObjectDefiniton', 'ObjectInstance', 'Parameter' and 'Function' classes brought me some good ideas on how to implement my own "Entity" base class.

    "and if there's enough interest I could write a few more posts that break out the details."

    That would be ok, but in particular and given that you're gently asking it -and considering the first part of the series- I'd like to see some further thoughts on: 1) scrypting-languages implementation in XNA(like 'Python', 'Lua', 'GameMonkey' and why not, C#) for setting NPC behavior fragments.
    2) defining storylines for NPCs and chosing the proper conversation a) given NPC's state and b) following the current path in the storyline.

    Thanks for asking.

    What do you guys think/want/need on the subject?

    ReplyDelete
  3. Oooooh, topic number two there... that's awfully tempting. I'm a long time RPG geek, and I've been dying to build one for ages.

    Somewhat tying into the first request, I did do a framework for geeking out on rpg combat design a little while ago that had no graphical component, but was driven with dynamically compiled fragments of C#.

    I'm crunching at work right now, but I'll see what I might be able to dig up for that. It'd be great getting a dialogue going with people on the topic.

    ReplyDelete
  4. "It'd be great getting a dialogue going with people on the topic."

    Indeed.

    ReplyDelete

Any thoughts? Post them here ...