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Amiga Computing - Commodore Is Awesome

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What processes do you have to undertake<br />

to develop a game? Do you start off with a<br />

definite idea of what you want to create,<br />

or does it just grow and develop as the<br />

project progresses? If possible could you<br />

explain to us the step by step process<br />

involved in developing a game?<br />

What I am aiming for. In order to change<br />

the bare idea into code I normally follow the<br />

steps below. This is not exactly the way I have<br />

gone about designing Explorer 2260 because<br />

of the type of game it is. Some other pro<br />

grammers almost certainly will not agree with<br />

the way I work, but the development process<br />

is a personal thing, built up from experience -<br />

what suits me may not suit anyone else! This<br />

is not a quick-start guide to programming;<br />

writing good programs requires years of expe<br />

rience and practice, as well as an in-depth<br />

knowledge of the <strong>Amiga</strong> and the language<br />

you are using.<br />

I. OK, you have a rough idea of what you're<br />

after. Firstly you must sit down and work out<br />

an outline, on paper, of what you want, filling<br />

in details as you go along. Expect this<br />

list to change! Explorer 2260 has<br />

changed beyond recognition<br />

from the early designs.<br />

II. Looking at this huge list<br />

of things you want to do,<br />

the first thing that will<br />

come into you head is<br />

"How the hell do I do<br />

this and where do I<br />

start?" I have found that<br />

there isn't any easy way to<br />

decide where to start. I<br />

tend to code the most com<br />

plex parts first as they are usu<br />

ally the pieces which other areas of<br />

the game rely on.<br />

III. To decide what to do, firstly take the list<br />

and develop what I call a data flow/ depen<br />

dency diagram. Look through your list for the<br />

sections which will be most used and most<br />

important. Put these down on paper and con<br />

nect them up with arrows showing the flow<br />

of data and interactions between them. Now<br />

add in the smaller, less important, sections<br />

and link them in. This way you can get some<br />

idea of which parts of the code will be<br />

depended upon by the rest of the program.<br />

These are the pieces you should code first. Be<br />

warned though, the process of drawing these<br />

diagrams and deciding upon which pieces are<br />

important take a lot of practice, choosing the<br />

wrong sections can make the program very<br />

difficult to write.<br />

IV. Now you start designing and writing sec<br />

tions of code. Don't try and get them to work<br />

together yet and don't try for optimal solu<br />

tions. As you get your teeth into the program<br />

-<br />

Ever fancied writing your own<br />

games? Hugh Poynton talks to young<br />

hopeful Chris Page in part two of his<br />

exploration of the pleasures and<br />

pitfalls of developing a game<br />

you will start to find easier ways to do<br />

things and better ways to go about certain<br />

tasks. You may also find pieces you have<br />

forgotten or didn't realise you needed, earli<br />

er in the design process. If you do find any,<br />

stop and re-evaluate your designs - you<br />

may have made a mistake in the design or<br />

you may have found a way around many of<br />

your problems. Do not be too concerned<br />

with graphics and sound at this stage, it<br />

does cut down design time if you get them<br />

sorted out here, but it may cause problems<br />

if you have to redesign parts of the pro<br />

gram in the next stage.<br />

V. Start bringing the pieces of<br />

code together and begin<br />

simple optimisations (a<br />

discussion of optimisa<br />

tion techniques is<br />

beyond the scope of<br />

this answer). Redesign<br />

and remake any pieces<br />

of code which cause<br />

problems - interfering<br />

with data structures etc.<br />

VI. You need to ensure<br />

everything works together<br />

correctly, then you can begin<br />

polishing and debugging. This<br />

takes a long time because it is often<br />

necessary to remake sections of code or, in<br />

extreme cases, start all over again!<br />

VII. Get someone else to test it! Never trust .<br />

a test you do yourself. I have been satisfied<br />

my code is bug free only to find my broth<br />

ers can pick holes in it! A good programmer<br />

is not necessarily a good debugger, espe<br />

cially when it comes to his own code.<br />

Expect to go back to stage V or even IV<br />

many times.<br />

VIII. Once confident your program is work<br />

ing you can remove bits and pieces, add<br />

time limits etc., for public release demos.<br />

Take notice of any feedback you get (I've<br />

already had a lot and I haven't even<br />

released anything). If people express dissat<br />

isfaction with parts then change them, if<br />

people want you to add things, try to.<br />

IX. Now the nasty part begins. You have a<br />

choice: Release the game as PD/<br />

Licenseware or start hounding software<br />

AMIGA ACTION FEATURE<br />

houses to try and get your game released com<br />

mercially.<br />

NOTE: Expect your designs to change at any<br />

time during the development process and do<br />

not expect to get a welt polished game<br />

designed, written and released in a few weeks<br />

or even a few months.<br />

How long has the game been in develop<br />

ment? When do you think it might be fin<br />

ished and do you see the copyright issue<br />

being a major problem?<br />

Explorer 2260 has been in develop<br />

ment, on and off and in many forms, for<br />

nearly six months. It is just coming out of<br />

the design phase into unoptimised code<br />

(stage IV) and I really can't say when it<br />

will be released. I am a student and<br />

university work takes precedence,<br />

but I am putting every spare<br />

minute into the game. I think 1<br />

may have worked around<br />

many of the areas which<br />

could have caused copy<br />

right problems but<br />

would still like to contact<br />

someone in Warner Bros<br />

to make sure.<br />

How do you plan to publicise the game<br />

when finished? Via the Aminet? By post<br />

ing downloadable demo's on the<br />

Internet?<br />

I intend placing demos on Aminet<br />

and on any other sites which may<br />

help (I already have had some<br />

offers). 1 may also contact a soft<br />

ware house - I have already<br />

thought of two which may be<br />

willing to help, with a view<br />

to commercial release,<br />

although this is remote,<br />

maybe. -<br />

Chris Page has recently been approached by<br />

a major <strong>Amiga</strong> software company and is in<br />

negotiations to have Explorer 2260 published<br />

and distributed. Good luck Chris.<br />

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