~/talk

Domain-driven Game Design

Talkat Build Stuff 2021 · 2021-11-17..11-19· [game-development]
slides:none on file

Build process uses Event Storming to find a single core mechanic: enemies become usable hats that grant abilities, and that mechanic drives all design choices. Implementation uses the Godot engine, hexagonal ports-and-adapters separation, and a mix of patterns including CQRS & Event Sourcing for inventories and HUD projections. Procedural world generation runs asynchronously, signals map engine events to domain commands, and adapters keep domain code pure. Prototype runs smoothly for small entity counts and supports native C++/Rust drops for heavy optimization.

AI-written summary · about

  1. 0:00Start
  2. 4:24Godot Engine
  3. 8:26Domain Driven Design
  4. 9:03Separating Your Domain into Subdomains
  5. 9:40Collaborative Modelling
  6. 13:05Fighting System
  7. 14:21Event Storming
  8. 18:12Godot
  9. 19:23Graphical Overview
  10. 20:33Engine Methods
  11. 24:14Domain Driven Design Patterns
  12. 29:40Hexagonal Architecture
  13. 34:31Event Sourcing
  14. 46:41Performance Issues
  15. 47:52Swarm Behavior
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