How do you manage your project?

Discuss game development design and post your game ideas

Post » Thu Feb 21, 2013 4:46 pm

This topic is a little wide but i will try to keep it simple.

When a project becomes to big, events and objects composition starts to grow dangerously beyond control. To debug and probably for performance reasons when talking about objects.

In C2 we can group events in groups and this helps a lot to order the project in general and the sheet in particular. But i found myself still with doubts about how to properly manage and order everything, especially how to manage objects internally.

Back in the days of Game Maker, the staff always recomended the use of a "master controller object" or similar. This abstract object would have all the events general to the whole game or that are very wide in scope. And this is my approach now with C2.

This helps me to take out certain amount of events from objects like the player character, enemies and whatever object you don't want to see it grow too much in complexity, for debug and performance reasons as i said before.

But then i have a big "controller object" full of events that i still don't know if it will hit performance or if it's going to give me more headaches than concentrating all events into their corresponding objects.


I will appreciate any thoughts about how to "best" manage a project or any view on this subject. (Of course with the use of C2)

Regards people!
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Post » Mon Feb 25, 2013 12:58 pm

Here

http://www.scirra.com/forum/programming-best-and-worst-practices_topic63136.html
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Post » Mon Feb 25, 2013 10:29 pm

Thanks for the link Whiteclaws! Just what i was looking for! :D
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Post » Tue Feb 26, 2013 4:11 am

Poorly.
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Post » Tue Feb 26, 2013 6:53 am

I tend to break up my event sheets as much as possible, not for performance reasons , but for readability and organisation. Usually I have an event sheet called "common" that is used by every level. It is mainly a set of links to to other event sheets via "include event sheet".

In turn these other event sheets can call on other event sheets via include events, so you can cascade that hierarchical tree idea as much as you like to break it down. Using lots of functions also helps organisation as these can also be on separate event sheets.

Also, I find that creating family groups at the outset is important and putting instance variables at the family level is beneficial. Otherwise I start prototyping a game with instance variables on objects, only to later find that I need variations of these objects and have to create a new family and transfer all the events over to family variables which is a pain! Better to start off everything in its own logical family.

If the sprite is not animated , you can just load in as many frames as you need into this one sprite and use frame offset to display each object. I tend to use this for tiles and non character elements such as bonuses, items, etc. The beauty of this approach is that all your logic, variables etc can run across many similar objects all within one sprite . A mini family as such.
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Post » Tue Feb 26, 2013 3:01 pm

I need the licence damn it. Every time i can buy it something happends and i have to pay other things. My president Stupid as IT's called is killing me..
I cannot still reach a big level project with "free version" limitations. And Scirra put some serious good tools in later releases :(

I will set a little fire here:
In what degree you (all the people) believe is better to array all objects variables instead of put the bunch as individual instance variables? (And, of course, global variables should be used at a minimun.)
I tend to fear how an array, or many, could eat ram just to call one cell.
Maybe i'm wrong with this though...
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Post » Tue Feb 26, 2013 3:16 pm

I think event sheet includes & sub-folders are what you're looking for. With them you can program each little aspect of your game and then later on bring everything together. No need for "master controller objects" ^^;;. Reminds me of my clickteam days. Also I don't see any need to localize variables unless you're making an RPG or something. Another thing that might help is "objects in objects" - keep all, say, collectibles, as a single object with different animations for each one. Can work for enemies too. I did that for Bumper's Quest before families were implemented and it worked very well.Tokinsom2013-02-26 15:16:43
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Post » Tue Feb 26, 2013 11:31 pm

Yeah, that "master controller" thing is what Game Maker and Multimedia Fusion recomended (mayby because of their particular workflow). Then in C2 i found little use for such object and that make me doubt if i was understanding something wrong.

About that "objects in objects", it's the only thing in all the recomendations i readed that i didn't use. Since there's families now, it's still usefull to go that way?
I guess i have all the necesary insights to not program like an ape now.

Thanks to all!
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Post » Fri Mar 01, 2013 1:09 pm

Yeah, more or less the same as using families but instead of hundreds of objects populating your objects/families lists there's...one. Both ways have their pros and cons.
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Post » Tue Mar 12, 2013 12:19 am

I use kanban, helps me keep focusd'
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