Butwe'vegot a plotgiveninthisstyleoffinalfancy, andthisiswhatwe'vecomeupwithsofar.
So I'm currentlycontrollingthislittlecharacterwalkingaroundthemapandyoucanseesomeefforthasgoneintothegraphics.
Nowallofthegraphicshavebeencreatedbytheonelonecodercommunityfrompeopleonthediscordserveronthey'reallstill a workinprogressbecauseofthisis a bigproject.
I don't havethetimeorresourcesortheskill, frankly, tocreateallofthegraphicsnecessary.
We'llseethroughoutthecourseofthisprojectthatwecanreallysortoffinetunethingson a perobjectlevel.
Becauseeventhoughthisis a videoaboutanRPG, it's really a videoaboutobjectorientedprogramming.
Let's takeonthisskeleton.
Sowe'vekilledoneofthem.
Nowlet's killdeal.
Therewego.
Thisprojectisfartoobigfor a singlevideo, soitwillbesplitoverseveralvideos.
I'm notyetquitesurethereleaseschedulewillbe.
I'm stillactivelydevelopingthisbudget, nottobedifferentto a lotofmypreviousvideos.
Thisoneishighlyobjectorientedon, butthat's because I thinkpeoplearen't reallyexposedtoobjectorientedprogrammingthroughmostofthestuffthat I'vebeenworkingon.
Nodoubtsaboutthat, absolutelytheway I amgoingtoshowhow I Ioveyou.
Startexcited.
Programminginthisvideoisgoingtoupsetsomebodysolittlepersonaldisclaimerthatthisvideoisprobablynotgoingtobeanexamplebestpracticewhenusingobjectorientedtechniques, butnonetheless, forthemostpart, I thinkyou'llget a reallygoodunderstandingofhowobjectorientedprogrammingcanreallyenhance a partition, yourdevelopmentprocess.
But I willbebreakingsomerulesnowbeforewegetstarted.
Whenwestartthinkingofmaps, weknowthatthegameenginemustsupporttheloadingandtransitionbetweenmaps, butalsothelayoutofthemapsbecomes a bitof a gamedesignthing, too.
Andhowtheirbehaviorisimplementedisalsoanenginethingtoyouwon't expectthegamedesignertonecessarilydecideonthemathsandphysicsinvolvedtoimplement a particular a I.
Sowe'regoingtoleavethatintheenginecollar.
Howevertuningoftheenemies.
Thatcertainlyis a gamedesignthingbecausethatneedstofitinwiththeplotonwhattheyexpectedexperienceleveloftheplayerisonmakingthebattlesfun.
Well, that's probably a bitofboth, butthat's still a gamedesignthingtothetypesoftreasureandloots.
Well, thatcertainlygamedesign.
That's whereyoucanpotentiallyinject a littlebitofhumorintothegameonthenatureoftheupgradesisalsogettingdesignedbecausewedon't wanttogivetheplayerthemostpowerfulweaponsrightatthestartofthegame, however, upgradeshave a minimalimpactontheengine.
Allthey'regoingtodoisincreaseordecrease a statsupportingandmaintainaninventory, thoughthat's anengineresponsibility.