Intro A collection of level design patterns, which might be helpful for someone. Patterns Safe Zone A safe zone is a pattern that refers to an area where the players are not exposed to danger. A Safe Zone gives the player the possibility to analyze the surroundings and plan their next actions. A safe zone […]
Category: Pattern

ECS Pattern: Damage System
Writing games is often about dealing with health and damage. With entity component system this is fun to do. Furthermore you can give any entity health or damage any time, it is literally only adding the health or damage or both component to that entity. Bullets And Characters To handle health and damage we need […]

History Back and Forth
Whenever you write a level editor or maybe a turn-based game (like chess) it would be of great help having undo and redo functionality at hand. Based on the Game Programming Patterns book from Robert Nystrom I did like to implement an undo/redo history class. The design pattern is based on the Design Patterns book […]

ECS Pattern: Follow Entity
When I write games I have always something following something else. The camera follows a hero. Light follows ghost. Goody follows the space ship. Weapon follows the player. And so on and so on. This is a very common pattern in games. In the object-oriented world, I would probably have a reference to the object […]

ECS Pattern: Decay
This blog post is based on Entity Component System are Crazy Cool. There are so many things in-game that have a lifetime. Bullets, effects, debris, blood, vanishing tiles in a can’t stop running-game, and many more things which have a lifetime. In the past, I would have done it separately depending on which situation something […]