>>6549749There was no graphic design yet just placeholders, I am a terrible artist so I didn't even bother lole.
The game logic was fine it was just the way I had designed the engine turned out to be inadequate for the things I wanted to do with it regarding the way stages are set up and populated.
An object model is a construct in object-oriented programming in which you define a hierarchy of `objects', which are encapsulations of code and data that pertain to a certain abstracted task (e.g You could have 1 object that contains the data structures and code for handling a texture, it would contain the texture itself as well as functions for loading, drawing and freeing it), and the way they interact with eachother. Objects can inherit from eachother which makes it useful for defining a common interface that multiple objects can implement differently without whatever that is calling the interface needing to know about that implementation. I am not really used to this way of programming and design is very important for it, if your object model is poorly designed, you will almost always have to start over completely or break the abstraction which makes things very hard to follow, ugly and overcomplicated. Overabstraction is usually the cause of issues with these things but for this case the problem was actually underabstraction.
(sorry if that was a bad explanation I'm not great at this lole)