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Known Participant
December 6, 2009
Question

Advice please - Am I on the right track?

  • December 6, 2009
  • 1 reply
  • 455 views

Hi everyone.

I am new to AS, but over the last few days I have spent hours and hours going through many training DVD on AS3 and OOP.


The reason I want to learn Flash is because I am building my own point n click adventure game, I want to start from scratch and learn all the skills needed. (New Hobby) This include Design, Programming, Animation, Music

I have an idea how to code the game, but I just want to check that I'm on the right path before I start.

For reference, This is the style of game i'm building: http://play.escapegames24.com/2007/08/nightmares-adventures-episode-1-broken.html

OK, I have 35 areas in which the game takes place (35 rooms each with items to collect and puzzles to solve)

My plan is to have 1 frame in the FLA file, and use AS3 to import every thing I need for each specific area.

Example:

Start room - AS3 will import:

- Background Graphic

- A Character

- 3 separate items

- Background music

- Left navigation (Goes to a room to the left)

- Right navigation (Goes to a room to the right)

If (for example) you click onto the Left navigation and go to area 2. Everything will be removed from area 1 and replaced with everything specific to area 2. This will happen with all 35 areas.

Also, the game will have an inventory bar the always at the bottom of every area, this bar displays all of the items that you have selected.

OK. Sorry for the long message, but as I am so new to this, I just want to make sure I'm on the right track. I don't want to waist hours heading in te wrong direction.

- IS THIS THE BEST WAY TO DO THIS?

- WILL THIS MAKE THE GAME LOAD QUICKER?

So any advice would be a great help to me

P.S

Below are a list of Class that I think I will need when building the game:

- Area Class
This adds the background graphic to the stage.

- Navigation Class
This adds the correct Navigation links onto the corresponding backgrounds.

- Item Class
This adds the items to the stage

- Inventory Class
This add the items to the inventory once picked up

- Drag and Drop Class
This allow the items in the inventory  to be dragged on to objects in the game.

- Object Hit Class
If an item is successfully dropped onto a corresponding object then action will be taken

- Character Class
This load in each Character into the game.

- Character Conversation Class
This load in the text when speaking to the Characters

- Music Class
Each background has it's own music playing.

- Cut Scene Class
When certain actions have been taken, a external swf will be loaded in to play.

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1 reply

funkysoul
Inspiring
December 6, 2009

what about creating one abstract room class which is going to be extended from the room1.as , room2.as .. and so on classes, with it you can have your room functions in one single file and extend your game along with your development.

Known Participant
December 6, 2009

Thanks.

That's a good idea.

So your saying, have all Navigation, items, backgrounds etc in one class that is speific to that room.

There for, If I have 35 rooms, there will be 35 seperate class's.

What would be the benfit of this, over have each object having it's own class. e.g items class, navigation class background class?

Would it run better, or quicker your way?

or, would it be easier to manage and extend if ever needed?

Thanks for your advice.

funkysoul
Inspiring
December 7, 2009

Absolutely, the classes that you are planning to create are very well in place, I was only talking about the room architecture.

Everything that is not part of the room (eg. navigation, score, inventory, controllers and so on) should have their own single class.

Since you are creating multiple rooms, it makes more sense to create an abstract class for the room classes that implements any kind of event capture, default functionality, layout and asset management. Then you just need to create one single class for each room that extends the abstract class and only care about the "look and feel" and the logic of the single room. So yes, you would have to create 35 classes for each room plus 1 abstract class.

Like I mentioned before the good thing about it is that you can easily manage your rooms and the debugging process becomes much easier to handle.