Analytical Perspectives in Game Design
Programmer's
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Architecture
Commands
Communication
Lag
Object Model
Persistence
Scenarios
Source Code
Threads

api

Java format api information on the classes that have been developed.

Architecture

Architectural considerations can make or break the operation of a game over such an unpredictable infrastructure as the internet.

Commands

There are internal, generic commands that can be extended by any author to give the game a custom feel.

Communication

The players need to communicate with each other. This section describes the mechanisms for inter-player communication.

Lag

On the internet, lag is a major problem. This section describes the problem and some of the approaches taken to minimising it.

Object Model

The object model in graphical and textual format.

Persistence

The way in which persistence is handled within the game.

Scalability

How the programs performs as more player play the game.

Scenarios

Scenario diagrams of program operation.

Source Code

A link as to how to get the source code.

Things

Things are the core of the database. Every object in the game world is described as   thing. Attached to the things are characteristics and capabilities which together describe the things.

Threads

How threads are handled within the game.

User Interface

Describes the prototype user interface.

Worlds

In here you can see what worlds have already been created. If you want, you should be able to build a game within a world using the components located within this section.

22/11/99

 


See also: [Role Playing Games] [Game Engine]
© 1998, 1999 Brian Yap. These pages are available under the GNU licence.