This is only a topic for any out there who have either finished or made it to an almost finished Beta version of a very large Byond Prjoect. I am wondering if it is possible to design the seperate elements of a complex project as Plug-Ins and then put them together later. I am not experienced with very large Programming Projects that have complex systems, and I was wondering if this kind of thing is possible.
For example: You have two coders. One works on world timer manipulation and the world clock. The other works on the combat system, which happens to be real-time. Is something like this possible? Has anyone had any experience coding a large project in this way? How do you know how to divide up such a large project?
Thanks,
=$= Big J Money =$=
ID:152841
Sep 1 2005, 8:00 am
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In response to SSJ4 Compufreak
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Or, basically it's possible. If someone doesn't have a thrid coder, who does the task the third coder is supposed to do?
Anyway, it's very possible. You just have to work out a few things for procs that rely on data to be sent to them from other procs or verbs. |
Only if you are careful. Most people do not seem able to grasp good design philosophy, and they end up making code that takes over many of the core functions that different systems use and it becomes terrible trying to jam the parts together.
Make sure all participants are up for it first, or you will not be happy when you realise you've wasted a lot of time. |
Yep, for the most part. It is better to make those kind of systems seperate so you can use them for other projects, and it not being intertwined with your own project makes it MUCH easier to squash bugs that have to do with it, and especially without having to recode your entire game.
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First make a Basic Game System to try out things you code
Coder 1: Do the Time system
Coder 2: Do Combat System
Coder 3: do NPCS
Mapper 1: Do the Map
This is all sent to the owner when its done, who then puts all pieces together