Refactoring, refactoring and once again refactoring.
We love it and we hate it. It’s exciting to refactor the code when you know exactly what you do and there is somebody that pays you for that. It’s at the same time rather frustrating when it takes much more time than expected. As usual. And here we are refactoring the whole game for three weeks.
What we are doing is moving to a component based design from a traditional object hierarchy. And the main reason for that is of course that class hierarchies began to become rather complex. There are plenty of literature on this topic available on the internet:
Data structures for message passing within a program?
Entity Systems are the future of MMOG development