As we move past the halfway point of this book, the bells and whistles in our games are going to get more and more advanced. To showcase them properly, the genre of our final project will be a classical 2D Role Playing Game with orthographic projection. With our code-base growing at a rapid rate, poor design quickly becomes tedious to maintain, or even unmanageable. As new features get added, we want expansion of code to be easy and not slow down the overall process. This is the area where game programming patterns shine the brightest.
In this chapter, we will be covering:
The design and implementation of the entity component system
Inter-system communication using the observer pattern
Render ordering
Implementation of map layers
Let's not waste any time and jump right into making our code base more robust!