Posts
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Separating the Engine and UI
When I started to create my game, I knew I wanted a few basic things. I wanted the game engine to be completely separate from whatever UI I wrapped around it. I wanted to be able to switch the game between a graphical or text based UI. I also decided that I wanted the UI to drive the engine, passing in Actions for actors who required input.
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Implementing Reactions in Hoplite
In most turn based games, each actor gets to take a single action on their turn. So the game loop is pretty simple.
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Control your UI with State Machines
Managing the various screens and menus of your UI can be greatly simplified by using a Finite State Machine(FSM) to control the flow of the UI. FSMs are easy to model and work very well for modeling the flow of a user’s action throughout a game. Furthermore, they compartmentalize code specific to each screen, making it simpler to reason about changes to any specific screen.
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An Event System in one line of Python
Just wanted to jot down here something that I found very clever. Using a couple datastructures from the python standard libary, and a little known fact about functions in python, it's possible to build an event system in a single line of code. -
Welcome to My Blog!
This is my latest attempt at a reasonable blog. I’m currently working on creating a turn based strategy game using pyGame. As I develop this game, it’s my hope to produce blog posts describing many of my design choices, particularly with reference to Game Programming Patterns. This book is available online at http://gameprogrammingpatterns.com/contents.html.
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