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So last week I had a suggestion from a Reddit poster to do a write up on how I handle my D3 projects. After checking a few threads on Pinterest and other forums, I figured I would put some of the information together. I will be posting information on how I got to a finished product, why I like to do things this way, and at the very end I will post some of the pitfalls for new indie developers.
Yes, there are things that are specific to D3 and I will get into those things. I will be doing this on a Linux System for ease of use. I will be using a code snippet from my website/gaming portal called d3hours.com/d3days-portal where I’ve added a clickable template of the same project.
After you have the architecture of your game figured out, then you need to wrap your head around the idea of state. In D3 you create a state for every block of the game. The state exists as a class with properties and events that represent the game state. D3 was designed so that user interface, math and logic could be used for the same class. When I say state, I am referring to the entire game state.
The objective of D3 is to provide a flexible data driven web application. The flexibility means that we are free to do things like adapt to user feedback as well as different screen sizes. We would like to think of this as a free to use library. To give a rough idea on how to handle this, let’s consider the idea that we are following a multi-page wizard. When you click on the “next step” button, a few things happen. Data is gathered and used to update the state. When the state is updated, the next page is rendered.
This is the theory and how I like to handle things. I also make sure that I design my layout with a responsive design in mind.
To handle all of this, I would like to make sure that we are using d3js.com for tutorials and quick reference pages. Once you have the basic theory figured out, go through this link to better understand d3.
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