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Thread: Next Gen ZC. (Otherwise known as ZC3.0)

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  1. #15
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    - It's not really from scratch as long as the design goals are known ahead of time. Plus there's always ZC and whatever else for reference. There's a lot of 3rd party code and libs available if you need something in particular. There's really no such thing as "from scratch" nowadays.

    - ZC is the best damn LOZ1 engine on the planet Earth and don't you forget it.

    - America. Fuck Yeah. ..Also prime rib and bikinis.

    Quote Originally Posted by Samer View Post
    Why OOP is Important
    Instead of having "Enemy" as one object, which it is insinuated, you could have a class for every enemy through inheritance. You can further increase it's capacity with encapsulation and polymorphism which are OOP basics.
    Enemy Class Examples: Moblin, Goriya, Darknut, etc.
    Then you can go further by making even more subclasses for specifics, and once the evolution has finnished, scripting is required.

    Normally scripting is only needed for phase-out, which all patch work has ceased for a particular version (servicing/No Development/No Evolution)
    That's exactly how ZC does the enemies.
    Another approach is to use scripting so that you can have scripted enemies, since you can never add enough polymorphism in c++ to account for all enemy types that users will create themselves at runtime.
    Last edited by Gleeok; 06-23-2015 at 09:08 AM.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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