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We can't know for sure, so to get a 100% accurate answer you'll have to ask the devs. As a possible implementation, just add a fake first time setup program. This could hide some hardware ID, Steam ID or something similar in one of the game files, then delete itself. It would be launched just like any other dependency installer. It could act as some kind ...


1

Instead of trying to figure out the exact class hierarchy you need, how about letting it grow organically? The big advantage of inheritance is avoiding repetition. When you put functionality in a base class, you can share that functionality among many different classes without having to put the same code in each one. So just inherit from Object, write ...


6

At first glance it sounds reasonable to use inheritance to separate different types of entities: this is the "real-world" approach to OOAD that most colleges teach in CS101. In other words, classes are named based on real-world objects that we can see: desk, dresser, door, etc. However, that makes little sense in the context of a video game. There are ...


8

I would have your objects implement interfaces like ICharacter, IEnemy, IHorizontalMover. The relevant design guideline is known as Favor Composition over Inheritance, and it should allow your design to be more flexible. One difference is that interfaces tend to specify behavior and any given object can implement as much or as little as it needs. If you ...



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