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Re: [pygame] PCR & other notes
I think a good idea would be to look at a few games and see any areas
where their functionality overlaps. Then take that code from them to
make modules which all the different games can use instead. This way
it is likely that whatevar code is made will be quite useful for yet
more games. Even more likely that the code will be fairly efficient
and correct, as it is being used allready.
Such things as animation, path, map scrolling, vector classes I've
seen in a number of different games. So those would be a good place
to start.
Be also neat to get the different transition effects in the pcr into
an 'transitions' module. Things like fade to black/white, the
pixelized thing, wipes, warps, etc.
Some ideas on paths:
1. My submission to the PCR that launched this thread was a bezier curve
submission. This is a good way of implementing non-linear paths.
2. Associated with the paths should be an Obstacle object that isa
rect. Then the path algorithm should have some implementations for
obstacle avoidance.
3. It would also be nice if paths could be visible. This is useful in a
number of games (missle trails, etc), and very useful in debugging.
I think that some basic physics would be a good place to start.
* Friction
* gravity
* collisions
* energy transference
The beautiful thing about physics is that so many things have such a
strong relationship that by just implementing a few functions most of
the other relationships are implicit. It may be useful to provide two
classes of physics and the ability to specify an degree of unreality by
manipulating constants and turning off different physical relationships.
As to the two classes to consider, interstellar physics (gravitation,
etc) is not needed in normal physical interactions. However space games
would benefit from interstellar physics. These are much harder since
you start getting into factorial algorithms since everything interacts
with everything else. I imagine that quantum physics is not required
though. :) Although it may be kinda neat to have a quantum universe game.
One game that I've toyed with from time to time is a game where you
control an interstellar probe being catapulted from one region of space
to another and you have limited ability to steer the object. This is
fun because all the objects in game interact with each other and it's
not a war based game. I think that war based games are pretty fun, but
the key to independent game development is creativity that would be
squashed under the need to make a dollar.
Transitions is great. I think that there are a number in the PCR and
those could be reassembled into an object framework.
Map scrolling falls into the UI category, right? Or were you thinking
of something else?
robert