Define the Game Board
The first step in constructing the logic behind the game board is deciding how to programmatically represent a game board tile.
To design how to represent a board tile, think about how you and the player use board tiles. A board game typically consists of discrete spaces that are individually separated from one another and distinct. This is different from the UEFN world space.
In world space, coordinates are represented by vector3 locations, which means that coordinates can be as close together as floating point numbers can be, which makes world coordinates more continuous than discrete. Furthermore, there are many different vector3 locations that will all be on the same board tile. From this, you can conclude a few things:
- Since board tiles are discrete, you may want to use a discrete data (discrete data is data that takes on a range of values that is in correspondence with integer or whole-number values) type to represent our locations, which means that one should use
intinstead offloat.type - The board is two-dimensional, so you only need to store a location within two dimensions. You do not need a three-dimensional data structure to store the board tile location.
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