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Explore the experiments, assumptions, and calculated cut corners that is the Criminal Crew mobile app.
Criminal Crew used a plethera of concepts that are used in the industry standard practices. These concepts range from Design Patterns, Architecture Descisions, and Conventions.
CA separates the ‘thing being changed’ from ‘the thing that change them’. This allows for separation of concerns, leaving the representation of the game-world as the ‘thing that is changed’, from the modules that handles player actions as ‘the thing that changes’.
The illustration of the wrench below really represents the relation between player actions(data) from the game-wolrd (entity).
EDA is a true reactive approach to game dev. It maps the so-true relation between the game-world, and those live inside it.
Example can include when someone throws rock at a water. Those ripples are the definition of reaction because an action was taken.
Criminal Crew used EDA in a number of ways, some of which have already been mentioned on the topic of Clean Architecture.
Notably, EDA