Xref: utzoo rec.games.programmer:2382 comp.sys.mac.programmer:18427 Path: utzoo!attcan!uunet!fernwood!decwrl!wuarchive!zaphod.mps.ohio-state.edu!rpi!uupsi!sunic!kth.se!cyklop.nada.kth.se!news From: nv89-nun@dront.nada.kth.se (Nicklas Ungman) Newsgroups: rec.games.programmer,comp.sys.mac.programmer Subject: Re: Basic design of an arcade-style game Message-ID: Date: 20 Oct 90 09:28:21 GMT References: <1990Oct15.070317.14444@cs.uoregon.edu> Sender: news@nada.kth.se (Mr News) Organization: Royal Institute of Technology, Stockholm, Sweden Lines: 17 >Hello, peoples. A friend of mine and I are planning on writing an arcade- >style game for the Mac II series. We would like some input from you >experienced professional programmers on how to design such a creature. >So far we have been thinking in object-oriented terms; e.g. there would be >a list of entities which would each have methods for moving, attacking, >and drawing themselves, and the main event loop would call these methods >repeatedly. I think the idea of object-styled programming is very good. A real object-oriented language can maybe be too slow. One important thing I like in arcade games is that the enemies are 'intelligent'. There are millions of games in which the enemies only moves in a constant path. I really hate those game where you have to remember where, and in which order different enemies moves and attacks. All enemy objects should consider position of the player. Maybe they could also consider the surroundings and other enemies.