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TL;DR Go with the simplest, most robust solution until it becomes a problem. Saving the entire game state From my understanding game is turn-based, with a super finite amount of actors and actions on a small map at anytime. I can almost guarantee that it will never be a problem saving your entire game state into a single Firestore document. So go with the ...


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It depends - first of all start with whatever you have and later upgrade if problems occur. If storing whole state becomes a problem then... ...Command pattern is the way to go, as others said. Storing a state after each move is... not a way to go. No, let me rephrase. It's wasteful but good at prototyping stage. "You feel that it's bug prone". Yes,...


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We had to solve a similar problem when developing Starlink: Battle for Atlas. The game takes place in a system of seven planets, and although only a small chunk of the current planet around the player is fully-loaded at any given time, the allied and enemy factions continue to battle it out on the far side of the planet and all the other planets. We did this ...


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Solution A (Alternative) seems reasonable given the constraints you mention in your question and I suggest giving it a try. Regarding your hesitancy to stray from an ECS; notice that there is a fundamental conflict between the chunk system, ECS and these updating entities: Your components are stored on a per-chunk basis (as far as I can tell), the chunk ...


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