Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

For Adventuron, this sounds like something you can do as you don't have to consider the constraints of an 8-bit / 16-bit platform. If you ever think about  porting your game to 8-bit or 16-bit, you will likely regret this decision and / or need to revise large chunks of code. As far as I understood, Chris is working on a way to export from Adventuron to DAAD (the Adventure System I'm maintaining with Tim Gilberts and a few others). So with that in mind, a purely object-centric approach would likely support you if you ever want to see your games on an oldschool platform. Cheers :) 

PS: Rabenstein was developed in DAAD and then exported with the DAAD2Adventuron tool that Chris created (currently in Beta). So it already worked the other way around.

I decided to move all the command handlers to the on_command{} block. It's easier to maintain that way because it's all in one place. Would that make it easier to export to DAAD?

I'd prefer a system whereby each object has its own on_command{} block. This makes it more object-oriented, such that data and methods (command handlers) for each object are all in the one place.

Yes, that would make it considerably easier as that pretty much is how DAAD handles the approach as well.