Before I embark on trying to make a multi-player Gauntlet-style game, I wanted to
spend some time writing up how the single player version works first, while it is
still relatively fresh in my mind.
This game is a little bit more complex than my previous games, and so requires
a little more structure, and in turn, a little more explanation for how-it-works.
This first article will try to cover a lot of ground to establish the foundation upon
which the game sits, including:
- Code Structure
- The Game Engine
- The Game Loop
- State Machines and Events
- Gauntlet Classes
game, many of which have been touched on in my previous articles, and will quite likely
resurface in future games as I build up more and more of a re-usable ‘engine’.
Subsequent articles will be more Gauntlet-specific, and cover topics such as maps, entities,
collision detection, and game logic…
… but, for now, lets go ahead and dive into the game’s foundations