Episode 69: Design Patterns: State

In today’s episode we talk about design patterns in game development, specifically, the State pattern. This is going to be an episode mostly oriented to developers, but it is an important part of our effort to bring good programming practices to other devs. We explain the basics of what a design pattern is and we mention some of them. Later on we present a very common scenario in game development, which is the implementation of an AI. We explain why an implementation with if and else is not recommended and we show you a great way to implement the State pattern.

Thanks for tuning in this week and we hope you enjoy the show! Contact us at: thedebuglog@gmail.com

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  1. […] As part of the brief for our event driven game, we were required to implement a game state manager. So what is a game state manager? It is a set of enumerators that determine the current state of your game or part of your game. For example, the different states of a game could be Paused, Running, Player Died etc. These states will affect the code that needs to run. For example, if the player is in the pause menu, the game does not need to be checking to see if the player is trying to make the character move. I learned a great deal about state managers from Matthew Small’s “Using a State Machine in Unity” Youtube tutorial and from The Debug Log podcast “Design Patterns: State” […]

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