So I think I am pretty good at this, but I was just re-reading this:
But I break lots of these guidelines. So I was just wondering how seriously I should take them.
You see, I was just about to split my mission_manager into more fine grained nodes as it currently does mission generation, progress checking and some mission management. This was because my Dialogue Manager had to generate dialogue that relied on information tied up in the mission generator and the progress checker, and the game manager. It was all getting a bit messy you see and testing was getting difficult.
So I plan on grouping these current managers (all currently children of the main game node:
MotherShip
GameManager
MissionManager
TargetsManager
Camera
ChunkManager
EnvironmentManager
BaseManager
WeaponsManager
PlayerManager
UIManager
ExplosionsManager
HumansManager
EnemyManager
ItemManager
BuildingsManager
MachinesManager
PauseManager
DialogueManager
Into these groups:
GameCore
World
Entities
GameplaySystems
UI
And then saving some of the systems like DialogueManager and ChunkManager and many others as separate scenes for use in other games. I currently have real trouble sharing stuff between games and currently rely on cut and paste between scripts at the moment.
Anyway, that was why I was rereading the article above. I mean I do some of the things of course, like node initialisation routines, and use of signal managers, file managers, and settings files from globals routinely (player settings, game settings, mission settings etc.) but I have only just started using callables⌠(which I have loved btw).
So how far should I go with this?
So, why does all this complex switcheroo work? Well, because scenes operate best when they operate alone.
They are all certainly âcloseâ to being âloosely coupledâ, but as I said, I do break the guidelines and probably sometimes more than I care to admit. Is it the case that a better developer would do these things naturally, and I should just shut up and put the work into correcting all these things because in the long run it is just better? Or do I just hang in there with what I am doing and get on with it and not worry about it.
I really donât know. I think it would be a couple of weeks at most to do it (getting all the modules to be very loosely coupled or completely stand alone). Shall I just get on with it and try to produce the best most uncoupled code I can. Or is this only something to worry about long in the future should a game become a success of sorts?
Any input or advice or commentary would be warmly welcomed. Thank you in advance! (I need to practice being a bit more concise too I think).