I’m playing with Zay-ES and developing a simple physics engine to a Voxel Engine, so I’ll have components to interact with physics system, for example, PhysicalBodyComponent, ColliderBoxComponent, PhysicalCollisionComponent and so on. Let’s say I got 5 or 6 components (maybe more) only for physics system, and I’ll have more 4 or 5 for, say, Entity Stats, like Attack, HP, MP, Skills etc. At the end, I may have dozen of components per entity (A Monster Entity may have all physics components, all stats components and another ones).
In few months, my game will have dozen of components, say 50~100. This is a sign of bad design? There is some problem in having such a huge of components per entity?
Also another problem I’m facing is to add a bunch of components per Entity, since I’ll have to manually add each component to entity. There is some kind of "grouping components"on Zay-ES? Like I create a group called “Kinematic Object” so it’ll have components X, Y and Z, so when I add this “group” all components on this group got added. Another group would be “Flying Monter Object”, and those group will have components A, B and C and so on. This would make easy to handle many components on a game.
Sorry if this post got inconsistent, but my doubt is about having many components and if there is some features on Zay-ES to handle easy those huge amount of components.
Thanks in advance.