Battle Design strategy....
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BladeDragon

I figured this would be a great general discussion topic, so I decided to post this. I was at UCSC (Santa Cruz) this week to visit my sister, and one of her friends was majoring in Comp Sci like I was, and was interested in game designing too. So after 3 shots of Sky Vodkas and some Twisters, we layed every designing secret on the table ;p. So the idea we came up with with battle engine design was that, to design your game's battle engine without flaw from the start, code the game's FINAL BATTLE SEQUENCE first. Regardless of your engine's design, what makes so much sense about this is that you have to have all your classes / characters / hidden characters / (only cuz it's last battle, most typically) Lots of monster scripts, and so forth. On the other hand, coding your first battle ever allows you to start simple and gradually get bigger with demo releases. Alcohol really does help with game design. ;p



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Posted on 2002-06-01 19:41:22


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