[quote:2ql5qwcg]This is my experience and my methodology so take this with a grain of salt.
It's better to separate both logic and assets using layout and event sheets.....
I agree with what you wrote, and my game is already organized in such way, otherwise im pretty sure I would have messed it up by now
But my game is split into 4 big areas which more or less could be made into separate games.
1. A strategic map (The screen shot of the map) the player moves around this map and caravans will travel with goods from your city to the other empires cities. This is also where dungeons are created and the global events are visualized like plagues etc. The player can buy land build farms, mines, lumberyards and what else they need. And this is also where the other empires behaviors, political ideas and so on happens. But I could turn this into a game in it self, adding military units and so on. However I have chosen not to do that, at least for now, since it would complicate things to much at the moment.
2. Dungeon crawler this is when the player enters a dungeon, it is a rogue like style of the game, so the player can move around here and explorer, find treasures, encounter monsters and so on. So this I could as well turn into its own game, but have decided that I would like combats to be a bit more exciting than you find them in these types of game.
3. Combat screen is where the player goes when they encounter monster, so each of the characters heroes will be individuals with there own stats, skills, equipment, spells etc. And the same with the monsters, if you meet 8 orcs then there will be 8 individual orcs, that can be shamans, warriors, archers etc. And it will play out like a tactical roleplaying game, like you see it in UFO - enemy unknown, so each take turns doing what they want.
4. City crawler this is when a player enters cities, they actually move around the city and can visit shops. And when in Dragonhelm (The players own city) they can buy shops, like taverns, barracks, Alchemy shops and so on. But also its here where they manage there empire, like wages, how many workers they want working in the different areas, how many councillors they want, guards, military resources, set up trading, handing crimes and reply to local peoples requests and foreign empires that contact the player regarding certain things.
So each area is quite huge and are connected through varies elements, like quests for instant are picked up in a city or a dungeon. But the player have to travel to them on the strategic map, then enter the dungeon and play out the rogue style crawler and fight in the tactical combat. So each part is somewhat complicated and then they all also have to work together and when its all is put together there are just a lot of event sheets and functions etc.
But at the moment the strategic map is working and the player can buy land, build structures, find dungeons etc. Also the Dragonhelm city is working so building can be build, the management of the city, such as hiring and setting wages, setup trading are working as well. Again in a basic version so not all things are taken into account as of now. And im currently trying to make the dungeon crawler to work the way I would like it to, but the connection to the dungeon creator is done, it just need a "Go to layout".