Domain-driven Game Design
summary
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.
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chapters (15)
- 0:00Start
- 4:24Godot Engine
- 8:26Domain Driven Design
- 9:03Separating Your Domain into Subdomains
- 9:40Collaborative Modelling
- 13:05Fighting System
- 14:21Event Storming
- 18:12Godot
- 19:23Graphical Overview
- 20:33Engine Methods
- 24:14Domain Driven Design Patterns
- 29:40Hexagonal Architecture
- 34:31Event Sourcing
- 46:41Performance Issues
- 47:52Swarm Behavior
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