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Jan
9
reviewed Close Lightweight sprite animation software
Jan
9
reviewed Close Full screen blackout using allegro in codeblocks
Jan
9
reviewed Close Tools for editing 2D sprite-based game levels
Jan
9
reviewed Close Tween Animation Cannot Start
Jan
9
reviewed Close Presenting game center leaderboard
Jan
9
reviewed Close Performance tracking/monitoring in games
Jan
9
reviewed Close What is the best way to turn image voting into a game?
Jan
9
reviewed Close OpenGL first person camera orientation issues
Jan
9
reviewed Close Progressively loading the racing arena in a 3D driving sim
Jan
9
reviewed Close How can I model a pendulum blade?
Jan
9
reviewed Close Multipule VBO in Opengl
Jan
9
reviewed Reviewed Design of a turn-based game where actions have side-effects
Jan
9
comment Design of a turn-based game where actions have side-effects
Hello Apis Utilis, and welcome to GDSE. Your question is well written, and it's great that you referenced the related questions. However, your question is covering a lot of different problems, and to fully cover it, a question would probably need to be enormous. You may still get a good answer, but yourself and the site will benefit if you break down your problem some more. Maybe start with building a simpler game and build up to Dominion?
Jan
9
reviewed No Action Needed How To show document directory save image in thumbnail in cocos2d class
Jan
9
awarded  Custodian
Jan
9
reviewed Reviewed Strategy for controlling the physics of a bike
Jan
9
revised Strategy for controlling the physics of a bike
fixed formatting and grammar, and elaborated on sentences to make what the answer was covering more clear
Jan
9
awarded  Custodian
Jan
9
reviewed Close How do I export an animated scene with a rigged character and dds textures to blender from 3DSMAX 7?
Jan
9
comment Component-based object, traversal?
Also, what you're describing isn't really what folks traditionally consider a component system for game entities. Components are generally given to an object via aggregation/composition rather than inheritance. Also, if you're planning to do "mixins" with C++ multiple inheritance, you want to keep it lightweight. GameObject and Renderable sound pretty heavy.