I’m about half way through the Turn Based Strategy course and I’m curious about the overall design pattern being used. My background is in control system design, so I’m used to a clear separation of tasks and services where decoupling and using interfaces is the name of the game.
With this course it seems like there’s a heavy leveraging of singletons and referencing anything from anywhere. For example, the UI buttons directly reference the UnitActionSystem rather than staying within the ActionSystemUI. Units also directly reference the LevelGrid singleton and bypass the UnitActionSystem for movement handling.
To me it feels like something like this would become hard to follow as it scales but for all I know it’s the way game development rolls. It is something I just have to buckle up and get used to? I saw that there’s a design patterns for game development course. Is the pros and cons of different strategies discussed there? I’m not trying to argue design patterns (like arguing religion, really), just looking for clarification.
I appreciate the work you all put in to the course.