One of the most important topics we learned during these first three weeks was entity component systems. We were shown two images to help understand entity component systems a little better. Entities can be seen as a key with the teeth of the key being its different components. Systems can be seen as locks which require an entity (key) to begin working.
We also looked at scene graphs which is used for node parenting. Scene graphs can be extremely useful for understanding how objects in games should be interacting with each other. For example when a character is using a bow and arrow the arrow would go from being parented to the character to the bow and then to the environment.
I started playing around with TortoiseHg. Last year we actually made a repository for our game but we never ended up using it. After making a test repository and doing very simple commits, pushes, pulls and updates, I now understand how useful having a repository is. I actually wish we used a repository for our code last year because I feel like we had wasted way too much time just trying to resolve issues that would’ve been way easier to fix with simple version control. I’m actually kind of looking forward to keeping a repository of our game. It will be nice for keeping our project clean and neat and not having several folders of different versions of the game on our desktops.