Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.
Questions tagged [design-patterns]
335 questions
19
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3 answers
MVC-like compartmentalization in games?
I was contemplating the design of a game (translating a boardgame to the computer, specifically, which I suppose is relevant in this case) and it occurred to me that it might make sense to build the 'game' separate from the 'display.'
It would allow…

Asmor
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13
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Design patterns for rules systems?
As a quick fun project, I tried writing a solitaire game. But when getting to writing up the rules systems, I felt dirty, because my code felt completely unstructured and inextensible, mainly because my game logic was complete spaghetti code.
I've…

Dasuraga
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5
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2 answers
Which Design Patterns Should I consider for Quest Management?
I am working on an fantasy RPG and I would like to get some ideas about how I am implementing Quests.
Quests in my game are very generic. The quest goal can be almost anything in the game. The goal can be: press a GUI button; pick up a certain…

LVBen
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4
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1 answer
What is the best design pattern to apply effects and abilities?
What would be the best design pattern to apply effects and abilities in a game. For example:
I have a unit that has base stats like attack power, defense etc. The unit can hold several items that will boost one or more of these effects. Also the…

Thomas
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Alternatives to Prototype pattern for Buildings
Hope some of you have ideas for this.
first I will describe the Task ahead and then go on with the my thoughts about solving it and what kind of problems I see.
1) I have a number of buildings. Their data is stored in a json file and contains…

MrLowbob
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vote
1 answer
Handle states in character in functional programming way
How to handle any change of state of a character with functional programming?
If I'm using functional programming the character should be stateless, in my understanding. With that said, I should instantiate a new character every time a position, for…

renno
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0
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Composition and passing pointers to parent, or work inside namespaces
My application right now has a Game class, which contains other classes that receive a Game pointer. Also these classes passes the Game* pointer to their subclasses. I do this to keep communication between objects. Is this a bad way to keep all…

freesoul
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A class for all levels or for each level an own class?
My Game become more complex with each new Level or Map that I design.
The game is an basic rpg game like Pokemon.
For now I have one class that organize all Maps but different maps have special features and different Monsters.
Better use for each…

Lirf
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