small grammar fixes

This commit is contained in:
Adam Howard 2017-07-04 23:54:56 +01:00 committed by GitHub
parent 544c06bd5e
commit 99ce26e375
1 changed files with 7 additions and 7 deletions

View File

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