So for those of you building Entity Systems out there...I have a question about design. I think for the game I'm working on it would be a great system to use given all the "exceptions" my rules for units seem to have so being able to have componets that I can swap out would be a big benefit to me.
Question is though do you try to treat everything as an entity or keep the "basic stuff" (i.e. title screens, main menus, dialogs, etc) as more traditional classes. I guess what I'm asking is do I need to make like a MenuSystem which acts on MenuComponets and be able to have a DialogComponet (which may be the only thing a given entity had). Or not worry about that and just save the entity system for actual gameplay elements.
I ask because when I look at the various example out there they are all focused on the actual gameplay objects and so I wasn't sure what the "right" way to go about it might be.
I'm sure there is no hard and fast rule here, just trying to get an idea for best practice before I redo everything