small grammar fixes
This commit is contained in:
parent
544c06bd5e
commit
99ce26e375
|
@ -24,8 +24,8 @@ from the ground up around this concept.
|
|||
|
||||
When making games with Godot, the recommended approach is to leave aside
|
||||
other design patterns such as MVC or Entity-Relationship diagrams and
|
||||
start thinking 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
|
||||
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 just by a
|
||||
programmer but by anyone.
|
||||
|
||||
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.
|
||||
|
||||
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
|
||||
designing an architecture and fitting game components to that
|
||||
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
|
||||
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
|
||||
|
@ -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
|
||||
NPCs to the citadel by previously creating their scenes.
|
||||
|
||||
With Godot, games can grow as quickly as desired, as all it needs is
|
||||
to create and instance more scenes. The editor UI is designed to be
|
||||
With Godot, games can grow as quickly as desired, as all it needs is for
|
||||
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
|
||||
can involve 3D or 2D artists, level designers, game designers, animators,
|
||||
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
|
||||
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.
|
||||
|
||||
Everything will become very obvious when put to practice, so please do
|
||||
|
|
Loading…
Reference in New Issue