Flowcharts, trees
Flowcharts, trees
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?
Re: Flowcharts, trees
http://earthquakemod.wordpress.com/2013 ... 9_08_2013/
This, in an unnecessarily complicated and poorly written way, kinda outlines what I'm doing.
This, in an unnecessarily complicated and poorly written way, kinda outlines what I'm doing.
Re: Flowcharts, trees
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:
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:
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:
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Re: Flowcharts, trees
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)