System Architecture, the strategy to complex implementations
Revision as of 21:44, 3 December 2018 by Youngblood (talk | contribs)
Imagine you are making a game and you have an item that allows you to switch health with a monster. On level 100 you encounter the Lich King with negative health that takes damage from healing potion. What exactly is supposed to happen when you switch health with the Lich King? This is what system architecture solves or is trying to solve, a strategy to deal with complexity.
Gunshot Architecture
Code by trial and error. This means coding without a plan which is good if you don't need to create a story. The game can become quite strange when coding by trial and error. Doom RL and the original Rogue are designed like this.