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1 vote
1 answer
154 views

Should state and behavior be combined for Buffs? Cannot decide between data-driven and OOP approach

I'm writing a 2D roguelike that uses an Entity Component System and I'm having trouble deciding between the traditional OOP approach versus a data-driven approach to implementing buffs and debuffs. ...
Ryan Peschel's user avatar
3 votes
2 answers
1k views

Implementing Runescape-style stat-based conditional buffs within an ECS

Prologue I'm quite new to data oriented programming and my goal is to implement a Runescape-style stats & damage mechanic in a data oriented styme. This is quite a complex topic (Runescape-Mechanics) ...
Lars's user avatar
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