First game preliminary plan
Before Game Development, you usually need to perform preliminary analysis and planning on your own game. Organize and analyze all foreseeable problems.
Although simple game planning can be built in mind. But as a tutorial, let's proceed with the process.
First, I decided what kind of game I was doing. I thought it would be a tank war for the red and white machines.
Because you can find a full set of tank resource images on the Internet (for independent programmers, the most difficult thing is to obtain the resource images ).
In addition, the tank war is also a typical brick texture, which is the method used by most games and can be used to explain the creation of the game.
The following is a simple plan. You should be familiar with the previous red and white machines:
Game name: Tank wars
English name: Tank war
Version: 1.0
Game Summary:
The game is a 2D PC game operated by a single user. The running platform is windows and developed using vc2008. Because the general game framework does not use MFC, we still use Win32 API directly and use GDI programming.
Game process:
The game screen is a full map. At the beginning, the player has a tank and a bastion at the bottom of the map. The bastion host contains an e tag.
From the top of the map, place the tank in three places on the left and right. The condition for victory is to defeat all the enemy tanks.
If the player's tank is cracked or the e tag in the bastion host is hit, it fails.
Players have three chances of resurrection.
Game interface:
In the upper-left corner of the screen, the score is displayed. The remaining number of resurrection attempts and remaining enemy tanks are displayed.
We need to specify the size of the bricks when using the brick texture. The picture I downloaded is 32 pixel * 32 pixel, so we also use 32*32 bricks.
Now most machines use 1024*768 screens, so we can set the game window size to 800*600, which is 25 cells (25*32 = 800 ), the vertical line is 18 cells (18*32 = 600)
To simplify the game, set the map size to 25*18. This makes it easy to implement without a scroll.
Our map is divided into the following types of terrain
Land: normal
Woods: bullets can pass through, tanks can pass, but it will hide
Critical: bullets can be penetrated and tanks cannot pass
Steel Wall: bullets cannot pass through, tanks cannot pass
Water: bullets can pass through, tanks cannot pass
Snow: bullets can pass through, tanks can pass, but deceleration
Then there will be the following items on the map:
Heart: reward a resurrection opportunity
Clock: the enemy stops moving for 10 seconds.
Tool: Enhance firepower and launch dual-gun
Bomb: Blow up enemy tanks on all images
Hormones: Tank Acceleration
Shield: protection base 15 seconds
In the early stage, you can use Photoshop to create images and inspire some inspiration.
Wait for me to finish the picture and paste it again.