Planning the game architecture
Here's a video where I perform an architecture modelling exercise.
Before I start coding spawning pieces in a loop, I want to think through the possible requirements of the full game. So that I don't go down a path that turns out to be a dead end.
Even if I'm still far from finishing the full thing, I want to work towards it, and put down foundations that might plausibly resemble the desired destination.
In the video, I think through various possible requirements, and how I might address that, including:
- synchronizing input events across local/remote players
- handling multiple players on a single screen (some potentially remote)
- how I might implement different game modes with different game rules
Additionally, I think about what subsystems might be involved, and what their inter-dependencies might look like.
I don't arrive at a final design yet, but I eliminate a lot of uncertainty and set a direction.