Architecturally Deep

I could show you code towards the navigation and Camera switching I have in place, but I want to go over a much more impactful issue to the success of the game; Architecture. Don't worry, I will go over how I got camera control and character movement working in later posts. Architecture Source: https://pixabay.com/illustrations/blueprint-technical-drawing-4056027/ So, in programming, we quickly become our own worst enemy, by overly complicating things. So now as the production code is falling into place, I have to seriously consider the long term effects of my early choices. So to do this, I'll address several key issue, and talk about how to handle them. I want to preface any architecture explanations I give to say I DO NOT BELIEVE there is a perfect architecture or pattern to solve everything. I believe that you should look into many different architectures and learn their strengths and weaknesses, so you can figure out what is needed. Spaghetti So ...