B. L. Hannah’s article about Object-Oriented Game Design is nice because it’s readable. It makes a good argument for object oriented design in games. Generally, game books don’t focus on OOP, perhaps because games are more easily considered in terms of architecture. But this article is great because it gives a clear breakdown of what a game is in 5 basic parts:
- Game Entity – Any “things” in the game, such as avatars, obstacles, or enemies.
- Game Action – A model that represents any actions that entities invoke. Actions may affect other entities. This model represents the game mechanics.
- Game Form – The appearance of the entities when the game is running.
- Game State – Data that keeps track of the entities or their forms.
- Game Space – The collection of the different objects in the game. It also includes sorting, which may be done to optimize the game.
Using only these five components, basically any computer game can be implemented. Though each componoent has little to do by itself, in conjunction with the others, the relationships form the heart of the system.
From these humble beginnings, the author goes on to outline how each of the levels can be conceptualized.
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