Since attending
University I've learned a thing or two about good
object-oriented code and related design patterns.
I programmed a new game prototype in 2002 with the
Model/View/Controller
paradigm, making it flexible enough where an
entirely new view component (e.g. real-time 3D) can
be used rather than the 2D one from the previous
incarnation of the game. Concepts explored in
this prototype became the direct inspiration for the
Hot Spot Framework, and I am
still mining it to this day to ensure that all of
the features present will end up in the final
version of the HSF.
The Command pattern
is also employed here as the primary means of
interaction between the user and the program.
Results from clicking and mouse moves are now issued
by a series of Actions (Commands) running in a
Queue. Some Actions give rise to other Actions,
such as a Dialogue resulting in receipt of an
Inventory item, or a Narration moving the player to
a new location. The Queue fires each Action until
it is empty.
Locations, Hot Spots,
and their related Actions were meant to be loaded
from a Game script, the data for which was intended
to be DOM/XML-based. This component was never
completed, but for testing purposes I wrote a dummy
Script Reader which runs off of hard-coded values.
The model's object structure remains intact and is
fully functional.
Related to this demo
are new renders [
Triffid |
Studio37 ] for the game environments, which were
never included. Had production continued, this
prototype would have eventually replaced the
Alpha Demo included on this disc. |