Moving Right Along


So, in this chapter you were exposed to more game structuring shenanigans—though nothing too serious. It's always a good idea to keep your software organized in ways that make sense according to the current state of the project. It just makes it that much easier to keep track of what goes where, and why.

Then we looked at how we can add more features: splash screens, interfaces, and so on. You should be able to extrapolate from the small amount of game play stuff we added, like crossbows and pickable items, that the world really can be your oyster. What your game will do is limited only by your imagination.

In the next chapter, we'll poke a little deeper under the hood at one of the more hidden, yet very powerful capabilities that any decent game will need—messaging.




3D Game Programming All in One
3D Game Programming All in One (Course Technology PTR Game Development Series)
ISBN: 159200136X
EAN: 2147483647
Year: 2006
Pages: 197

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net