zoombapup
04-21-2007, 03:22 AM
Hi guys.
I'm trying to figure out a bunch of different ideas for "behaviors" for objects. Behaviors are a new feature in TGB that I'm trying to evangelize because its a great example of composite class design.
I'll be posting a video later today showing how you can create geometry wars (sans some of the flashier graphics) using NO programming and I'm aiming to make it in less than 2 minutes.
The idea of composite object behaviors I think is a very powerful one and I want to show that with a few more games. So I could use feedback on potential game ideas.
The way to think of behaviors are "small units of interactivity", so for instance, I have a "mouseshoots" behavior, that when it is attached to an object, will cause the object to fire a projectile (identified at runtime) when the mouse is pressed.
The key to these things, is that the runtime binding allows you to create quite complex behavior from these building blocks. Add in the editor interface for them and you get a very powerful toolkit. So basically, you create games using behaviors at runtime, no coding required (so with a good library of behaviors you can recreate plenty of different games).
So what other games?
I've thought of pacman (TileMove behavior, Eat behavior, AIWander behavior).
Space invaders (LinearMove behavior, MovePattern behavior, RandomizeChoice behavior)
Anyone else use behaviors? (in coding terms, using something akin to the decorator pattern)
I'm trying to figure out a bunch of different ideas for "behaviors" for objects. Behaviors are a new feature in TGB that I'm trying to evangelize because its a great example of composite class design.
I'll be posting a video later today showing how you can create geometry wars (sans some of the flashier graphics) using NO programming and I'm aiming to make it in less than 2 minutes.
The idea of composite object behaviors I think is a very powerful one and I want to show that with a few more games. So I could use feedback on potential game ideas.
The way to think of behaviors are "small units of interactivity", so for instance, I have a "mouseshoots" behavior, that when it is attached to an object, will cause the object to fire a projectile (identified at runtime) when the mouse is pressed.
The key to these things, is that the runtime binding allows you to create quite complex behavior from these building blocks. Add in the editor interface for them and you get a very powerful toolkit. So basically, you create games using behaviors at runtime, no coding required (so with a good library of behaviors you can recreate plenty of different games).
So what other games?
I've thought of pacman (TileMove behavior, Eat behavior, AIWander behavior).
Space invaders (LinearMove behavior, MovePattern behavior, RandomizeChoice behavior)
Anyone else use behaviors? (in coding terms, using something akin to the decorator pattern)