Tagged Questions
4
votes
1answer
81 views
Game State and Configuration via Events
Often "singletons" are problematic for testing, so with my next game I'm trying my best to avoid them. But there is bunch of data (configuration or game state information) that different parts of my ...
4
votes
3answers
1k views
GameState management hierarchical FSM vs stack based FSM
I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens.
e.g. while the game is running I want to be ...
1
vote
3answers
137 views
Changing game object type: reinstantiating the object, or switching an object state
I work on a strategy game, where the player occasionally has to transform ordinary citizens into the so called "leaders". Leaders are temporary units, which the player can control directly, in order ...