2 hours ago, MarcusAseth said:
Why is "easier" so important anyway?
I mean, is like that tutorials that do stuff like "using namespace std;" instead of explaining about std:: and other stuff like that, doing all they can to insulate the begginner from "scary" knowledge... to those people I would say : don't assume the begginner in question is so fragile, if things are explained properly even "hard" stuff can be made into easy.
So here the problem is not that composition is hard, here the problem is that there is not good learning material coverage, from what I can tell. If there was, assumed the begginner had the patience to go trough all the given material (let's sat a thome about it made out of 1000 pages), then the journey would be easy.
Go write that book guys, there is an open market and $profit$ to be made
Easier is extremely important in the starting phase. In the 15+ years I've been programming, majority of those years has been devoted to game programming and it wasn't an easy ride by any means. I've noticed that a lot of books, and tutorials will over complicate the process of game programming by either over engineering from the start, or using methods that are not beginner friendly causing even more confusion.
There is a good reason that many new programmers never finish a game, or even stick around for a long period of time. I've known people who've quit programming all together because it was just too much of a struggle to wrap their head around all the many concepts to what goes into creating a full game. It didn't matter if they read the 1000 page book, or watched the "best" YouTube series showing them how to create games because they still couldn't wrap everything together in their mind on how it works, and why it works. When it comes to learning not everyone looks at the same material and can see and understand what is going on. Some people take much longer to grasp the material, while others understand quickly what is occurring.
Game programming isn't easy, this is why we see a market for things like GameMaker, and other such tools. There is a market to create games, but many people are not willing to put the many years into learning. One of the main suggestions I've always said is that the more you code, the more you'll learn. Truth be told I got most of my knowledge from doing, and learning from other people. I would learn a basic concept and code several little programs, and move onto the next concept repeating the same process until I understood how to use it. If I had questions, I could ask seasoned programmers for help to understand the problem. This takes a lot of time and devotion to the craft, and will pay off if you progress through.
I'm still going to stick with my initial suggestion, keep it simple. You're better off creating different classes for what you need as opposed to getting into a big web during the starting phase.
I've never had an issue in which I couldn't make an RPG, World Designer, or any other project because I didn't use components. This is a misconception that it's required. In my prior example, you can create a basic enemy class with general attributes, and even abilities, without doing any of this. I've created classes that would pass through enemy IDs that would determine which states the creature would obtain on object creation, and in the attack function, depending on the monster ID, it might double attack, triple, or add poison, ect... You don't need components to do this. Keep it simple when starting out.