Game Development Community

Script/directory structure "best practices"?

by Nicolas Stohler · in Torque Game Builder · 03/27/2006 (1:41 am) · 1 replies

Hello

I did the spaceshooter tutorial a few weeks ago. then i moved to a new house and had little to no time to spend with TGB.

but now i really want to get into it. so I wondered if there are some "best practices"/guidelines on how to create an efficient and maintainable directory/script structure.

- how many main.cs do I really need
- what default initialisations should I make first
- how do I modularize my code efficiently with torqueScript (I'm a C++ programmer)
- where to put all my game art/levels/sound effects

I mean, basically a game starts, displays a first menu (play, options, ...) and then starts the game-part (+options in pause menu). an option to quit is also needed I think ;-)
so, is there some "reference model" or sample that I should start from?

It's my first TGB game I'm making, I've got lots of ideas in my head (and on paper) and really want to get things running so I can verify what works and what doesnt so I can refine my core gameplay

#1
03/27/2006 (1:44 am)
Beta2 games have a quite good project structuring I think.
On the main.cs: don't see a reason for more than one of them. The rest of the cs files should have names that tell you which modularized part of the scripts is within it.