Game Development Reference
In-Depth Information
Summary
The number guessing game that you looked at in this chapter is extremely important for a few
reasons:
It's the first complete and “real” game in the topic. It's small in size, but it contains everything
that a fully working game should have. Even though you can and will build more complex
larger-scale games, this number guessing game is a model for the kinds of problems your
games need to solve. If you understand the problems of game design and the solutions you
found for them here, you'll be in a very strong position when you attempt something a bit
more ambitious.
You now understand input and output, variables, methods, eb+ahoa statements, button and
keyboard events, and modularizing programs. These topics represent the core concepts of
computer programming. You have a lot of programming power now at your disposal to build
a wide variety of logic-based games.
To keep things as simple as possible, the focus of this chapter has been on the internal logic
and structure of games. There's no reason, however, why you shouldn't combine these tech-
niques with the techniques you looked at in the previous chapter for controlling visual objects
on the stage. In fact, you should definitely combine these techniques! With a bit of creativity,
you'll be able to build complex puzzle and logic-based mystery adventure games that can be
completely visual.
Before you continue in the topic, take a short break and try to create a game of your own based on
the techniques covered so far. There's no better way to learn than by trying things out in your own
way, and it will give you a greater appreciation for some of the more advanced techniques you'll be
looking at in the chapters ahead.
In Chapter 6, you'll take a detailed look at how to control objects on the stage with the keyboard. It
will be the stepping stone you need to progress from designing games to designing video games .
 
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