Demo coming up
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Demo coming up
There are two tech demos coming up on SE.
The first demo will be launched shortly and was more a test to convince myself - and hopefully others - that putting all efforts in making a "non-touchable" framework (that is, a bunch of code with no actual "game-features") will gain it's efforts back over time due you can develop more efficiently (and moreover, that code is save and takes more effort to steal it)
Demo 1:
A small game made in less than 6 hours using SE-BASE (that's the SE wrapper without any other classes. The classes are made for the game! However, I already think I'm going to clone these classes to SE-SP)
Demo 2:
The current Survival Project version using "SE-SP" which is SE-BASE + SE classes for the game, which shows what I currently have.
Some reasons why working via a "framework" is better:
-SE puts everything in a variable called System. You get your other data via System which works the same as Roblox' game object. This makes the huge pile of variables smaller.
-Every class can be developed in multiple scripts - which means you can create one script for one class, and not one script for all classes. Result: better overview.
-It's a complete API which will get API documentation as in the Roblox API.
-Some things are just hard. I'm not here to brag, but I can imagine a lot of people really don't understand anything about trigonometry (especially 3 dimensional versions of that) or CFrames. That's why I (and later on, others) created classes and libraries to make your "life" simpler. SE will be a HUGE knowledge base later. If one makes a nice function, someone else can use it too!! (Without having the source code, as you can disclose that... Okay, I need to have it in order to put it in SE, but still.)
-API requests can be made. If you need someone, I or someone else can add it.
-Using classes we can easily make changes. We want to change the way how Apples are eaten? We'd have to change it in ONE place only!! (Again, overview!)
-You can use the whole API unlimited for free (duh) on the SurvivalProject profile (later on). The only problem is that you cannot TEST it in roblox studio, as you would need to source then. I'm not making it open source due the fact of security. I hope you understand that.
-The IDE (development environment on SurvivalProject's profile) will have some things you (probably?) haven't seen yet. A in-game debugger with BREAKPOINTS, variable watchers and extractors, stack traces, everything. Or, read: this will make debugging much easier. And I didn't talk about the epic output formatting yet.
Hope I made you a little bit enthousiastic. Stay tuned.
The first demo will be launched shortly and was more a test to convince myself - and hopefully others - that putting all efforts in making a "non-touchable" framework (that is, a bunch of code with no actual "game-features") will gain it's efforts back over time due you can develop more efficiently (and moreover, that code is save and takes more effort to steal it)
Demo 1:
A small game made in less than 6 hours using SE-BASE (that's the SE wrapper without any other classes. The classes are made for the game! However, I already think I'm going to clone these classes to SE-SP)
Demo 2:
The current Survival Project version using "SE-SP" which is SE-BASE + SE classes for the game, which shows what I currently have.
Some reasons why working via a "framework" is better:
-SE puts everything in a variable called System. You get your other data via System which works the same as Roblox' game object. This makes the huge pile of variables smaller.
-Every class can be developed in multiple scripts - which means you can create one script for one class, and not one script for all classes. Result: better overview.
-It's a complete API which will get API documentation as in the Roblox API.
-Some things are just hard. I'm not here to brag, but I can imagine a lot of people really don't understand anything about trigonometry (especially 3 dimensional versions of that) or CFrames. That's why I (and later on, others) created classes and libraries to make your "life" simpler. SE will be a HUGE knowledge base later. If one makes a nice function, someone else can use it too!! (Without having the source code, as you can disclose that... Okay, I need to have it in order to put it in SE, but still.)
-API requests can be made. If you need someone, I or someone else can add it.
-Using classes we can easily make changes. We want to change the way how Apples are eaten? We'd have to change it in ONE place only!! (Again, overview!)
-You can use the whole API unlimited for free (duh) on the SurvivalProject profile (later on). The only problem is that you cannot TEST it in roblox studio, as you would need to source then. I'm not making it open source due the fact of security. I hope you understand that.
-The IDE (development environment on SurvivalProject's profile) will have some things you (probably?) haven't seen yet. A in-game debugger with BREAKPOINTS, variable watchers and extractors, stack traces, everything. Or, read: this will make debugging much easier. And I didn't talk about the epic output formatting yet.
Hope I made you a little bit enthousiastic. Stay tuned.
jobro13- Posts : 250
Join date : 2013-06-02
Re: Demo coming up
I always knew APIs made scripting and building of the game much easier. Also not to mention it's a little more organized by using a single function over and over again but making it very dynamic using parameters. It also means it's going to be easier to read the code because opnce you have read one function you practically know one part of the game.
coolieman2- Posts : 78
Join date : 2013-06-21
Location : Europe meaning i'm in a good timezone :)
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