General Development

Team assigning – Mene-Mene

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I've got a few coder friends within my area that are interested in making games with me. I usually lead, but I've always had it so that one does the graphics, the other (me) does the programming. But say its a text game, how am I supposed to have both of our programming skills co-operate, and finish it together.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
"Of course, prayer requires that you actually take the time to listen for His answer..." - I'msold4Christ I reserve the full right to change my views/theories at any time.

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
quote:
Originally posted by Mene-Mene:
But say its a text game, how am I supposed to have both of our programming skills co-operate, and finish it together.

Maybe instead of art, your friend can design the game, writing script and dialog and sketching out how things will work, and you implement it in code. Or you can set up a source control system for easy tracking and merging of code changes and divide up the tasks that need to be done so you don't step on each other's code too much. Here's a tip: sync and commit often. That way you can catch major merging issues early.

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|steveth45|
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samw3

Member

Posts: 542
From: Toccoa, GA, USA
Registered: 08-15-2006
It is also important to stress the value of modular programming here. Normally when a programmer starts out his code is monolithic i.e. one long file that is all intertwined. It is difficult (tho not impossible) to team code like this.

My suggestion, if you both want to code on it, is to look at the game as an overall system of components(modules), each that do a dedicated function. Try to keep the modules loosely coupled. Then using your language's include functions break the modules out into their own file that can be "checked out" and worked on by only one programmer at a time. That is what steveth means by a "source control system". There are some servers like CVS or SVN that can automate a lot of the process for you, but you can also do it yourself on small projects.

PM me for some help if you are having trouble finding where to break your overall system into modules. But I would encourage you to give it a try yourself first as that is often the task of the lead developer.

God Bless!

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Sam Washburn

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
So basically you split it up into 1 person makes the fighting system the other movement type Idea?

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
"Of course, prayer requires that you actually take the time to listen for His answer..." - I'msold4Christ
I reserve the full right to change my views/theories at any time.

samw3

Member

Posts: 542
From: Toccoa, GA, USA
Registered: 08-15-2006
Sure, something like that. It all depends on your project.

Lets take something simple like Super Mario for example.

Systems there could be:
* Player Controls
* Map Display and Interaction
* Enemy Movement and collision
* Heads up Display
* Game Events (100-coin 1up, end of level detection, new-level setup)

That's just off the top of my head. But then you would split each out into its own file, or even sets of files if you can see anywhere that makes sense to break it down further.

You would also create a Main module that would have the main game loop that coordinates the other modules.

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Sam Washburn