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Yo!


First, I'm not sure if this is the correct place to post this.


I've been working on a few scripts for a roguelike, and until now I organized my code by plugin functionality. This is the same way we usualy do when using third party plugins for specific purposes, like:

  • Lets say I want a mini map on the map scene, I'll add a plugin for that.
  • Then I want to have fog of war on my map, I'll add a fog of war plugin.
  • Then I want random map generation and will add a plugin for that aswell.
  • And in the end, I want a HUD to be shown on the map scene... yes, another plugin



Note that all the plugins are related to the map, and they probably overrides a few functions that are common for each other. And also, the HUD plugin is related to the mini map plugin.


In this particular case, I'm woking on all the plugins myself and so I thought that I'm probably able to put it all together in an organized way so that all the engine works together as a whole.


But the thing is RPG Maker has already its design pattern to be easy to import plugins, and with that in mind I want to ask you: how do you think that would be a good way to organize your code when working with lots of related modifications? How do you do that if you do?

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