small grammar fixes
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@ -24,8 +24,8 @@ from the ground up around this concept.
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When making games with Godot, the recommended approach is to leave aside
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When making games with Godot, the recommended approach is to leave aside
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other design patterns such as MVC or Entity-Relationship diagrams and
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other design patterns such as MVC or Entity-Relationship diagrams and
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start thinking games in a more natural way. Start by imagining the
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start thinking about games in a more natural way. Start by imagining the
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visible elements in a game, the ones that can be named not by just a
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visible elements in a game, the ones that can be named not just by a
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programmer but by anyone.
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programmer but by anyone.
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For example, here's how a simple shooter game can be imagined:
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For example, here's how a simple shooter game can be imagined:
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@ -37,12 +37,12 @@ of game. Just write down the elements that come to mind, and then the
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arrows that represent ownership.
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arrows that represent ownership.
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Once this diagram exists, making a game is about creating a scene for
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Once this diagram exists, making a game is about creating a scene for
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each of those nodes, and use instancing (either by code or from the editor) to represent ownership.
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each of those nodes, and using instancing (either by code or from the editor) to represent ownership.
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Most of the time programming games (or software in general) is spent
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Most of the time programming games (or software in general) is spent
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designing an architecture and fitting game components to that
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designing an architecture and fitting game components to that
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architecture. Designing based on scenes replaces that and makes
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architecture. Designing based on scenes replaces that and makes
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development much faster and more straightforward, allowing to
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development much faster and more straightforward, allowing you to
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concentrate on the game itself. Scene/Instancing based design is
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concentrate on the game itself. Scene/Instancing based design is
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extremely efficient at saving a large part of that work, since most of
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extremely efficient at saving a large part of that work, since most of
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the components designed map directly to a scene. This way, none or
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the components designed map directly to a scene. This way, none or
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@ -60,8 +60,8 @@ The house can be part of a citadel, which has many houses. Finally the
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citadel can be put on the world map terrain. Add also guards and other
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citadel can be put on the world map terrain. Add also guards and other
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NPCs to the citadel by previously creating their scenes.
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NPCs to the citadel by previously creating their scenes.
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With Godot, games can grow as quickly as desired, as all it needs is
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With Godot, games can grow as quickly as desired, as all it needs is for
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to create and instance more scenes. The editor UI is designed to be
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more scenes to be created and instanced . The editor UI is designed to be
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operated by non programmers too, so a typical team development process
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operated by non programmers too, so a typical team development process
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can involve 3D or 2D artists, level designers, game designers, animators,
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can involve 3D or 2D artists, level designers, game designers, animators,
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etc all working with the editor interface.
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etc all working with the editor interface.
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@ -70,7 +70,7 @@ Information overload!
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---------------------
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---------------------
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Do not worry too much, the important part of this tutorial is to create
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Do not worry too much, the important part of this tutorial is to create
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awareness on how scenes and instancing are used in real life. The best
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awareness of how scenes and instancing are used in real life. The best
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way to understand all this is to make some games.
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way to understand all this is to make some games.
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Everything will become very obvious when put to practice, so please do
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Everything will become very obvious when put to practice, so please do
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