The Haunted Night

Building The Framework

 

1. Introduction

2. Planning

3. Writing the Story

4. Building the Framework

5. Testing

6. Adding Features

7. Polishing the Game

8. Testing Again

9. Publishing the Game

 

Set Up Classes

 

Building the Framework:

Now that I have a good idea of what I wanted for the game, it was time to build the framework or the skeleton of the program. This means that I needed to create important Classes that will hold information about the player such as the Ghost Curse, Methods to compute for the Ghost Curse and other things that I wanted to have in the game.

 

One of the most obvious things that I'll be putting in the game is a lot of text. Actually, paragraphs upon paragraphs of text! Unfortunately, when programming a text adventure game, you can't just type out each paragraph and expect everything to not get cut upon reaching the end of the window. Good thing I learned how to write a small "Word Wrap" method from a previous lesson I took called Hyperion made by the 3D Buzz people.

 

After laying out most of the things that I knew were going to be needed at the time, it's time to test out some functionality so that if there were things that didn't quite work out well, it would be limited to just a test screen.

 

Testing

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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