Application of Design Patterns in Video Games. Preface

The following series of blog posts will be chronicling the use of Design Patterns in video games. For this I will be making a text based C++ game called Left 2 Die. As you guessed it is a Left 4 Dead parody.
 
The purpose behind using design is to make code more versatile and re-useable. It isn’t specifically done for optimization in terms of hardware performance, nor does it make the code simpler but the principle is versatile re-usable code. And once I have completed this project I hope that more people will under the practical application Design Patterns.
 
With reference to Design Patterns I will be referring to the GoF, and as such you might see some UML creeping. Also if you are interested in Design Patterns, and have not read the GoF go and buy it, it is an essential programming read for many thing, even beyond games.
 
Background to the game. Much like L4D I’m going for some quirky dark humor and fun zombie killing. Unfortunately there will be no multiplayer but there will be an AI to assist the player giving it 2 player hence the 2 in left to die. The zombies trying to kill you will be controlled by the mysterious producer. And in the end there shall be zombie killing awesomeness with design patterns.

Left 2 Die: Just a heads up,

Left 2 Die:
Just a heads up, Blizzard has released 4 custom game types one of which is called "Left 2 Die".

Submitted by edg3 on Mon, 10/25/2010 - 07:12.

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