Early and late in your project the number of classes isn’t increasing that fast, so no need to spend too much time on architecture and refactoring. We’re about to enter a danger zone in the RPG where the complexity will explode.
Next we’ll be looking at…
- Using namespaces to make dependencies explicit
- Using Scriptable Objects to store data such as enemy stats
- Use vanilla base-classes for pure logic
- Introducing a game manager, and why it’s a good idea even though it may seem bad
- Using more structs and static functions.
Thanks to @Ben_Pearson for nudging me on ScriptableObjects

