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Tile tool requirements
On this page I'm going to describe what kind of technologies I'm going to use, but not how - that's part of
the process. You can think of this as a project plan and design document in one.
Technologies and methods
I'm going to use UML when designing the program, mixed with some of the principles from
eXtreme Programming. I'm going to code in Java, don't know about what version yet, but Java2 (JRE 1.4) I think.
I already know that I will use XML to store the level structure - no particular reason other than I want to
know about other DOMs than Microsoft's MS XMLDOM and it's going to make it easier to change things if needed.
Tools of the trade
People always ask me what I use, so here's the list.» Eclipse - Great free Java IDE. » ArgoUML - An okay UML tool, but it's free. » JUnit - Testing tool, part of the eXtreme Programming ways of doing things. » Books - I can't remember everything :) Applying UML and Patterns eXtreme Programming explained Refactoring Thinking in Java Java Design patterns Functionality
The tile tool application should as a minimum be able to perform the following tasks:» Run as a standalone java application. An executable Jar would be nice. » Load/save game levels in XML format. » Manipulate any tile and change size of the level at any time. » Provide a simple view of the level, support for copy/paste/cut. Milestones
This is the milestones for the development of the tile tool editor.
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