XNA Game Development - Prototype Class Diagram - Pieter Germishuys

XNA Game Development - Prototype Class Diagram

So, what I did in the last 2 days was took a step back to prototype the game we as a community is going to build.
I want to get your feedback as the community so that we can fine tune the following class design.

Let's get going, post your comments and suggestions! Times like this I wish I could launch a discussion board right underneath my blog post.
Here is a thumbnail of the Class Design for Xilath2.0 which we are going to build from XNA 2.0.


Published Thursday, December 06, 2007 6:31 PM by pieterg

Comments

# re: XNA Game Development - Prototype Class Diagram

Seems like a good way to start the planning.

I am however curious about a few things still:

-Are you going to include a Screen Manager or something equivalent? I found it to be useful in may game, for simple tasks like fading in/out and adjusting the gamma ramp. Will this be part of the RenderEngine? I also found a Timer Manager to be helpful - a sort of stopwatch system that makes use of GameTime (could be used in-game and elsewhere).

-What about a game state manager? How will that work and where will it fit into your diagram - will it be stack-based or simply an enum?

-The details of how you plan to implement scripting - are scripts going to be associated with worlds, objects, or both? (Whether the scripting is .NET or Lua based seems irrelevant at the moment, but .NET might end up being easier to integrate, and at least as powerful).

Anyway good luck with the game. Please keep blogging about it - I'd be very interested in seeing an RTS (even a simple one) in XNA!

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