Guidelines for design thinking #243
WildWeazel
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These are some ideas I've come up when thinking about various design issues in the abstract. The overall theme is to decouple the way our code is structured from the way (we assume) Civ3 works. They're more guidelines than hard and fast rules, but are worth considering whenever you're writing a class, interface, or mechanic.
And here are some specific design patterns that will likely be useful for certain things:
In short, read up on SOLID principles, event-driven architecture, dependency injection, and OO design patterns, and try to design a mechanic that can work like Civ3, but doesn't have to if you can think of an alternative.
These are just some starting points for thinking. Question and discuss. If you come up with more, let's collect them for future reference.
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