General Ocean Empire Game Design.

General

Ocean Empire will be separated into three different parts, which communicate using events and certain interfaces, Game Data, Game Logic, UI.

Game Data

Game Logic

UI

Ship, Town, Player, ...

GameLoop, AI, ...

Screens


The game flow for each user will be controlled by event queues, which, once they are empty (all events processed) will cause a player switch.

Dependant on the events the Player/Company environment will be influented instantly (e.g. loans from a bank) or at a certain later time (e.g. a bought ship, that'll need time to be built or moved to the player's harbour).

The game loop itself is controlled by the events and actions and mainly controlled by ships. Once a ship reaches a harbour, the player can interact with it and the harbour by

When the player sends the ship to another harbour, the interaction ends and the next event in the queue (if any) will be processed (which can be another ship reaching the harbour, etc.).

Although the player cannot interact with harbours and the owned ships actively at this point of time, he still can do other stuff such as taking loans, buying or selling ships and so on. Those options are available in the interaction mode, too.

GameDesign (last edited 2006-10-02 16:47:47 by a81-14-163-249)

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