So first off, I'm not sure if it matters but I am using SFML and C++. I've been wanting to write a game and I've read a lot on FSMs and what they do/make things easier for managing games, etc. What I gathered so far is that a state machine can be set up for each entity as well as the overall game so we are transitioning between states. What I am having trouble with is actually starting off and making a basic implementation of this. So I'd appreciate it if someone can point me in the right direction.
How do I implement multiple state machines to handle different aspects of the game? For example for characters, for menu/loading/splash/credits etc. If I understood it correctly I would need something like an entity class, and then derive/inherit from it in order to make characters/mobs with various AIs? Is that the right way? Can I do it in a simpler fashion?
How do I handle transitions if I don't want to use a switch statement? It seems like a naive approach if a more object oriented method exists. What is going to do the switching, do I have to remember the previous state or only know next state?
Thank you in advance!