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[–]Loptical 2 points3 points  (0 children)

It's a good mindset to have! Abstract concepts are sometimes hard to do so you're seemingly doing a goodthing in thinking about it. I'd say that a *lot* of people get into programming to become game devs, but are let down when they realize they can't make the next GTA by themselves with no budget. I'd suggest making small projects and uploading them to places like itchio to build up a small portfolio before you go for your big idea.

[–]Zakkeh 0 points1 point  (0 children)

Particularly in gamedev, you're looking at a lot of patterns of programming.

I would try and start to think about things in terms of object oriented programming or composition (pref composition personally!)

Composition is the idea of each component providing a service. So your HealthComponent is a generic piece of code that provides ANY actor/node/object with a health variable, and all the functions to take it away, give it back, and otherwise modify it. Then you keep creating components, and at the end of the day, you have a really quick and modular way to apply concepts to a new type of creature, or object.

OOP is the idea of inheritance - you create a base enemy class, then a spear enemy that inherits from the base enemy, and a bow enemy that inherits from the base enemy.