Creating a complex game

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obey
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Creating a complex game

Post by obey »

I would like to be able to create a complex game,
Including:

- Camera for a side-stroller
- Code in an OO style
- Have an easy way to animate my on screen objects
- Have the ability to extend my game into a multi-player one
- Have a GUI system to show screens
- Have all the basic abilities in LOVE
- Have the ability to layer screen objects.

Do you know how I can achieve this? any suggestions?
I tested out "Zoetrope" but some basic functions weren't there (like physics - impulse etc...)
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MPQC
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Re: Creating a complex game

Post by MPQC »

Lots of classes. :awesome:
obey
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Re: Creating a complex game

Post by obey »

MPQC wrote:Lots of classes. :awesome:
Any examples?
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MPQC
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Re: Creating a complex game

Post by MPQC »

I'd imagine you can find loads of examples at the projects section - http://love2d.org/forums/viewforum.php?f=5. You probably won't find an "all in one", but there's loads of platformers there so there's bound to be everything you need there.
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micha
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Re: Creating a complex game

Post by micha »

obey wrote:- Camera for a side-stroller
- Code in an OO style
- Have an easy way to animate my on screen objects
- Have the ability to extend my game into a multi-player one
- Have a GUI system to show screens
- Have all the basic abilities in LOVE
- Have the ability to layer screen objects.
Since you are asking for 7 things at once, I suspect you are only looking for reference material, rather than discussing these things in detail in this thread, right?
  • Here is a camera tutorial. There are also libraries like hump and gamera.
  • For OO style, refer to PiL.
  • There are some animation libraries out there, like anim8 and AnAL.
  • Multiplayer - I don't know.
  • GUI - I don't have any experience with libraries here, but you can find some in this list.
  • All the basic abilities in LÖVE - I don't know what you mean by that. Please explain, if this is important.
  • Layering is simply done by drawing objects in the correct order. So you can have whatever layers you want, simply by structuring the drawing procedure correctly.
Hope that helps. If you need more details on one specific point, I suggest you open a new thread for this.

And one final suggestion: Do it step by step. Start with one point and don't try to write an epic game on the first try.
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josefnpat
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Re: Creating a complex game

Post by josefnpat »

I am not very familiar with Zoetrope, but it probably has all the features you need.

I am going to assume you visited the libraries page, and did not understand what you saw there.

https://love2d.org/wiki/Category:Libraries

So let me do some association for you;

- Camera for a side-scroller
http://vrld.github.io/hump/#hump.camera

- Code in an OO style
I don't usually use a library for this, but there is
https://love2d.org/wiki/32_lines_of_goodness

- Have an easy way to animate my on screen objects
https://love2d.org/wiki/AnAL
https://love2d.org/wiki/anim8

- Have the ability to extend my game into a multi-player one
https://love2d.org/wiki/LUBE

- Have a GUI system to show screens
https://love2d.org/wiki/Easy_GUI_System
https://love2d.org/wiki/LoveUI
https://love2d.org/wiki/L%C3%B6ve_Frames
https://love2d.org/wiki/Quickie

- Have all the basic abilities in LOVE
I don't understand this point; https://love2d.org/wiki/Main_Page

- Have the ability to layer screen objects.
I don't use a library for this, as basically the rule is, everything that is drawn is on top of everything previously drawn.
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jasonisop
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Re: Creating a complex game

Post by jasonisop »

Im just gonna post this https://www.love2d.org/wiki/Category:Libraries and say every thing is there.
Other then that, a lot of reading and doing it all on your own.
scutheotaku
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Re: Creating a complex game

Post by scutheotaku »

For OOP (and assuming you want class-based OOP), let me recommend:
https://www.love2d.org/wiki/MiddleClass

Though I would suggest learning to make your own class system before using a class lib, just so that you REALLY understand how it works:
http://www.lua.org/pil/16.html
^don't tackle that unless you have a firm grasp on Lua basics and Lua tables
obey
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Re: Creating a complex game

Post by obey »

Thanks guys,
I asked this because I wanted to hear how to structure my game, if it were to be a big and complex one.
In addition I got to play with "Zoetrope" - when I asked about basic love functionality I meant that Zoetrope didn't have basic functions that I'm use to in "raw-LOVE" like the setLinearImpluse (physics stuff).

I went through the library section, but I wanted to see if there are more then the ones there.
Bobbias
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Re: Creating a complex game

Post by Bobbias »

Structuring a large game is a difficult task. Many AAA games use existing engines such as Unity, Unreal Engine, Source Engine, etc. etc. these engines are usually massive pieces of code with functions to handle anything you might want to do in a game (along with the ability to extend the engine if you need to do something that the engine can't in it's current state). However, Love doesn't provide a game engine, it provides a framework that makes it a bit easier to start making a game than if you started completely from scratch, primarily as a learning experience.

There's no real "right way" to structure everything that makes a game engine. If you were to compare any of the popular large game engines you'd find that some parts might seem similar from the perspective of someone just working with the API, but if you were to actually examine the code, they will look a lot different from each other.
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