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Thread: Where to start?

  1. #1
    McChill is offline Member
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    Default Where to start?

    So I have been reading Objects First With Java ed. 3 and in chapter 7 it uses a text-based game as the "big" example for the chapter. Basically it is about 5-7 classes (Seven at the end of the chapter) which are Parser, CommandWords, Command, Room, and Game. It goes through the chapter and tells about class design and what not and at the end of the chapter you have this nicely coded game. Well I wanted to make a program like this for myself before I moved on with the book. The biggest problem I am having...is where to start lol. How do most of you handle these problems? If you have written something like this, where did you start? I just want to make an entirely text based adventure game with rooms, items, and a finishing point. If you need more information or something just let me know. I am just looking for a starting point.

  2. #2
    emceenugget is offline Senior Member
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    have you dealt with java or any programming before? i'd suggest playing around with simpler examples before trying to tackle something as practical/complex as what you've described.

    try getting used to java by playing with a single class and the basics you can find in any (sane) tutorial, then move onto multiple classes when you feel ready.

  3. #3
    McChill is offline Member
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    Yeah I mean I've been through one computer science course studying strictly java. It was about two semester ago though.

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    emceenugget is offline Senior Member
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    well, all i can really say is that the best thing is to think hard and jot down what classes you think you will need and how will they relate to one another, i.e. which classes use other classes. what i personally do is start implementing the classes that have least dependence, only attempting to complete a class once those that it uses are already tested and done. this isn't always the best thing to do, since design tends to change, though. i guess the most important thing is to organize your design as well as possible, which you can only get better at through experience (what i'm striving for at this point).

    i'm sure there are other people here who have other better tips to help you off.

    also, since you're gonna be making a game, you should be used to inheritance and interfaces (i.e. different types of items for healing, stat boosting, in battle use only, map use only...), as i'm sure they'll prove to be a big part of your project.

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    CJSLMAN is offline Moderator
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    Default paper vs stone vs scissors

    I would suggest you start with paper and pencil. Design your project on paper before committing any grey matter to code. Design the flow of your project and what classes you will need. Do not try to design it on the fly, while programming. This can be done by a flow chart and/or pseudo code. Then you can start to code. When you do start to code, do it in bite size tasks. Don't try to code everything all at once. For example, first do the user's input. When that's working to your satisfaction, then do the game options. When that's done, then do the...

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    Nicholas Jordan's Avatar
    Nicholas Jordan is offline Senior Member
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    Yep, as posted....

    classic "First Program" is called Hello, World.

    My suggestion is that it takes five years to get past the impulse to bang on keyboard. They are plastic and it does no good, sometimes ruining previous work.

    Additionally, at todays gig-drive sizes, there is no reason to lose previous work: Just reaname the folder WorkingFolder[1] ( and two and three and so on ) occasionaly + copy all sources that may be of use ( no need for compression )

    My first program went way deep in compiler issues, you can do it much simpler but the primary skill is to write some code, then maybe think awhile or something but it will only go so fast.
    Introduction to Programming Using Java.
    Cybercartography: A new theoretical construct proposed by D.R. Fraser Taylor

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