I've been watching tutorials and reading about these things for about 3 hours now and I still cannot wrap my brain around it. I'm trying to figure out why I'd ever use these new features over the basic parent child relationships between objects that already exists? What scenarios do these new features really shine?
I've been thinking about how I could apply it to this type of structure:
o_ship (parent):
I've been racking my brain to figure out if there's any value in turning this structure into a more class like structure or if I should just stick with that's working right now.
I've been thinking about how I could apply it to this type of structure:
o_ship (parent):
- Hit/Armor/Death functions
- Status effects that can apply to all ships
- Movement AI options for all types of ships
- Drop rewards on death
- Various attack functions based on the ship
I've been racking my brain to figure out if there's any value in turning this structure into a more class like structure or if I should just stick with that's working right now.