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Best way to implement new Items/Entities

4 posts in this topic

Hello Forum,

I've started developing a medium-sized XNA game some days ago and now that I have outlined the basic structure I was wondering which is the best way to implement new Items in my game.


The overall structure is clear:

Characters (such as Players and Enemies) have Inventories which is basically a 2d-Array of the abstract class Item.


Item has four virtual functions: Load, Unload, Update, Draw.


There are three derivated abstract classes from Item: Weapon, Armor and Potion.

Now every derivate of these classes overrides the virtual functions of Item to implement new features.

In my game-loop Update() is called for every loaded Item in the inventory.


What do you think of this solution? Of course it has much to do with personal preferences, but I want to know how others would do this.

I know interfaces or abstract functions also do the job.


Another question would be how Entities are stored in the game's main class. Is there one big array BasicEntity[] entities or are there many, many small ones like

Tile[,] tiles;

List<Character> characters;

Pool<Particle> particles;

Pool<Shot> shots;



Thank you very much, Phil.


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Thanks for your reply,

I decided to leave it as it is since I don't want to include many different items. If this turns out to be not dynamic enough I'll just start it new and make it Component-based.


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Do you really need to update items in inventory? Or draw them? What are you using a 2D array for?


I'll just call these methods for activated items. Maybe, a weapon needs to have it's own draw-methods to, for example, make a glowing lightsaber or somethink like this. Drunk potions need to be updated to have an effect. The 2d-array is the inventory itself. I think there might be an easier way but I just take it... when it gets too slow I consider to draw items normally without fancy effect.


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