Are there any design-patterns specifically useful for game-development?
- by Baelnorn
This question's been bugging me for a long time. I've always wondered how game developers were solving certain problems or situations that are quite common in certain genres.
For example, how would one implement the quests of a typical role-playing game (e.g. BG or TES)? Or how would you implement weapons with multiple stacking effects in a first-person shooter (e.g. the Shrink-gun or Freezer from DN3D)? How would you implement multiple choice options with a possibly intricate decision tree leading to several different outcomes (e.g. the mission trees in WC)?
Are there any examples or other resources for that? Blogs? Books? Sourcecode?