Game Development Reference
In-Depth Information
Game screens and interface elements:
￿
Title Screen
￿
Game logo
￿
Play button
￿
How To Play button
￿
How To Play Popup
￿
Rules textfield
￿
Close button
￿
In-game Screen
￿
Game status displays
￿
Quit button
￿
Results Screen
￿
Game results textfields
￿
Play Again button
￿
Back to Title Screen button
In-game Functionality and Rules
￿
Game will shuffle pieces on grid, with no piece in its original
position
￿
Game will include timer, which will count up from 0
￿
Game will dispatch events, when certain things happen,
including the following:
￿
Player completing puzzle
￿
Player moving two pieces
￿
Player moving at least one piece to its correct position
￿
Game will be played with the mouse
￿
Players will click on a piece to select it
￿
If they click on the same piece again, they will deselect it
￿
If they click on another piece that is not locked down, then
the two selected pieces will trade positions, and the game
will check to see if either are now in the right place
￿ Players will not be able to move pieces that are correctly
positioned
We could go into even more detail, but this should be enough to
get us started. Game design is an iterative process, meaning it grows
and changes as it progresses. It is totally reasonable to change
mechanics that don
t make sense or prove to not work once in prac-
tice, but this initial layout allows us to try predicting potential problems
and saving time in the long run by anticipating trouble down the road.
Nowthatwehavethebasicguidelinesforthegamedown,we
can look at the file and class structure. In this case, we
'
re going to
work with one main FLA file that will house the game assets, and
we
'
ll use a number of classes and interfaces to control different
aspects of the game functionality. Here
'
'
s a quick breakdown of the
classes we
'
ll use and what each one is responsible for:
￿
MixUp: Document class, manages game state/screens, retains
static game history, and handles display of rules
￿
Title: Title/menu screen
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