I recently started designing a Game Engine using the Entity System paradigm, i.e. having entities as an aggregation of components, and systems that implement the actual game.
Whereas I've had difficulties in various aspects, what concerns me most is the abstraction / modularity of the various Components / Systems. Specifically, let's say my
Player has several animation states, eg.
Jumping, and one type of
Opponent entity has several (not necessarily the same) states as well, eg.
How should I design the engine, so that it handles the various (animation) states of each entity type? Should there be different animation Systems for each Entity type? Should I use flags that signal the animation System to render the correct entity? Also, can I avoid using "hard-coded" enums for the various poses? I can see that a scripting system could probably help, but I'm almost sure there is a simpler solution.