El Friday, 22 de February de 2008 08:31:51 Rod Hyde escribió: > > So now I'd like to ask you: What does a gaming library require to be > > considered reasonably full featured (for 2D games)? > > I agree with what Richard said. My suggestion is to write a few simple > games and follow the DRY (Don't Repeat Yourself) rule. The engine will fall > into place from that activity as you'll see what is common and what isn't.
I am doing that at the moment, that's why I ask.
(but I didn't know that "I want to move everything into seperate modules,
which I will likely need in other games, too" is called DRY :) )
> There are some things that are common to many games:
>
> 1. Resource management, in the form of image / sound / media loading
> and caching.
Doesn't pyglet already take care of that?
> 3. A natural generalisation from 2 is a state machine library. It
> isn't a "must have", but if you have one then it can simplify a lot of
> coding.
>
> If there's any interest then I will find some time over the next few days
> to tidy up my state machine code and post it, along with an example or two.
That would be great!
Another thing I thought of are
- persistent game states,
- highscores, etc.
These are things which aren't part of the identifying core of the game, but
having them in a module could make it far easier to get Python games into a
state where they can be published (and attract casual players).
Best wishes,
Arne
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- Arne Babenhauserheide ( http://draketo.de )
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