For a level-based project, certain objects have special functionality. I figured the cleanest way I could go about this would be to take an OOP approach by creating modules for each of these objects. (only the necessary ones. I integrate certain object behaviors in the main game handler that have less purpose or change)
Right now I have about 13 modules or so.
Just wondered, is this bad practice? Or would it be okay for scenarios like this? I literally couldn’t think of a better way to store/handle information for specific objects for cases where there could be a large number of that specific element on a level. I also took this into consideration for managing those specific objects, since there’s a decent number of game objects, so it’d be easier for me to go back and make code modifications for a specific game object.
Thanks