We're about to start managing complexity

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

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I’ve only just started using Scriptable Objects, but I wish I had known about them some time ago! They can do some neat things, and I need to start using them more. Hopefully seeing how you use them will also help me use them more too!

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Absolutely @Ben_Pearson, it’ll be in the next section of the RPG. Here’s a sneak preview of the bottom line…

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