Hi!
I need to ask you guys something which bothers me. As you all know a game matures and gets bigger while developing it. New ideas, removed and added functions, some testing stuff…
After a short time it all feels unstructured and I am asking myself “what the hell, that should be easier?”. I know of entity component systems but I don’t only mean that. I also mean something like folder structure, separation of logic and view and so on. I know that we are developing games and no enterprise applications but I may think that some of the stuff which is done on enterprise application development can also be done on game development. But maybe I don’t know that
I need a good architecture and structure for future games.
Right now I am doing this:
- Backend (Folder)
- ads (Folder)
- Admob.lua
- npc (Folder)
- enemy.lua (all of the enemylogic is here)
- merchant.lua (…)
- player (Folder)
- player.lua (create a player with all his attributes, like inventar, …)
- utils (Folder - which has Utilitystuff for “backend”)
- Frontend (Folder)
- IntroScene (Folder)
- IntroScene.lua
- GameScene (Folder)
- GameScene.lua (here the cocosstudio-file is loaded and some initializationstuff from the backend is called)
- InterfaceInitialization.lua (the buttons and other stuff which is in the cocosstudio-file is mapped to function-callbacks)
- LayerHandling.lua (for example the GameScene has Layers (some are visible, some are hidden) this stuff is in this file)
- SettingsScene (Folder)
- SettingsScene.lua (same as above)
- utils (Folder - which has Utilitystuff for “frontend”)
- main.lua (which calls a Scene)
What do you say about this approach? Is it over the top?
How would you for example save data when switching the Scenes. Would you save it in a global lua table? Should I design everything as a lua class or should I just jump from function to function. Meh.
I think I have a lot of questions but right now I can’t formulate these
Well, let’s see what you are answering ^^