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Thanks!

If you're interested in this design philosophy of having almost radical consistency within a game's systems, I wrote a blog post early on in development about how that influences the way the game is coded.

It's a little out of date; since writing it some of the mechanics have changed, but it still provides a good overview of what I mean when I say that nothing in the game is faked.

https://danshumway.com/blog/design-is-implementation/

Ironically, in this article I mention:

> It's possible to take this philosophy too far. When I first started building an update system for entities within the world, I experimented with using events and special methods to pass around information... I still use events, but only when it makes sense to do so.

The current rewrite I'm working on is going in the opposite direction here, relying much more heavily on events and only using direct object references when its absolutely necessary. This is, again, to make gameplay more consistent; but also just because events make the architecture cleaner and make the modding API more robust. So in a way, I've almost become more dogmatic about this as I've worked on the game.




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