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Dungeon Command: Exploring the Command Design Pattern

Dungeon Command: Exploring the Command Design Pattern

Dungeon Command is a 3D puzzle game developed as an example of the application of the Command Design Pattern, where the player controls a character on a board filled with tiles, barriers, and collectibles. The goal is to collect all the items scattered across the board while facing obstacles that require strategic board rotations to adjust the barriers and unlock new paths.

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Tile Matching Game: Implementing the Strategy Pattern in Goals

Tile Matching Game: Implementing the Strategy Pattern in Goals

This post explores how the Strategy Pattern is applied in the Goal system of Tile Matching Game. It allows for different goal types without modifying the core game logic, ensuring flexibility and scalability.

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