Work Post

Nov. 21st, 2017 02:15 am
relee: Picture of Relee Starbreeze, Wizard (Default)
[personal profile] relee
2:16am - Some bad reactions to the contents of my previous post put me off my game for a few days but I'm feeling better now.

I've been re-reading Game Programming Patterns and trying to figure out if what I'm doing is sensible or not. I'm pretty sure I have too many singletons but I'm not sure what to do about it. One idea is to fall back on Unity's component design model and move some of the functionality off my singletons and into components.

I'm thinking in particular about the Dialogue system. If I'm going to have dialogue components to contain and pass the dialogue text to the DialogueManager Singleton, what if I change it so that the Dialogue component creates the dialogue itself?

Mmm... I'm also thinking about the state system. Right now it's very soft, anything can set the game to any state through the singleton. Starting a dialogue requires a change of state and changing it back after the dialogue is done. There's some patterns in the Game Design Patterns book that seem like they're made for solving that problem.

I was going to try and logic out moving the Dialogue system, but now my brain's feeling fuzzy from my bedtime meds. I should probably try to sleep instead.

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