Framework design

By dwheadon

It’s been a while since my last post. I’m currently working out the structure of the framework design. It’s a rather involved process so that’s why it’s taking me so long. I’m using FreeMind (a program I recently discovered) as sort of a poor-man’s UML (Unified Modeling Language). Here’s the current state of affairs. It’s not finalized so I won’t describe it in detail just yet. Most of the GameObjects will be reminiscent of Zelda since Zelda has the richest set of objects of any game out there; thus it should cover most use cases. I’m modeling the animation sequences around Chrono Trigger because it has some of the most complex dialogs and cut scenes of any action RPG I’ve seen.

The initial version of the framework won’t implement all of these features, but I want to design it so that it can accomodate all the features that will eventually be supported.

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