Flowcharts, trees

Non-technical talk about multiplayer and singleplayer gameplay and game design.
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ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Flowcharts, trees

Post by ajay »

I'm putting together a rudimentary flowchart type document to map out how the gameplay will evolve and what "events" may be conditional on others and in what order they both might happen and need to happen. Does anyone else use this, and would they be happy to share an example?
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: Flowcharts, trees

Post by ajay »

http://earthquakemod.wordpress.com/2013 ... 9_08_2013/

This, in an unnecessarily complicated and poorly written way, kinda outlines what I'm doing. ;)
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: Flowcharts, trees

Post by mankrip »

I love flowcharts. During my database classes at college we've learned entity-relationship modelling, but my models usually ended up looking more like flowcharts. We've used this simple free app, which is only in Portuguese:
Image

What I liked the most about it is being able to define the specific attributes of each entity. This gave me a much better vision of how to implement everything in the code:
Image
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: Flowcharts, trees

Post by frag.machine »

I'd suggest a look at Gamasutra archives, I remember seeing some articles with workflow diagrams long time ago.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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