Systems were recently refactored so that they are held a single location (see: #72).
This is just the beginning of a refactoring effort to prepare Verse to handle more complex gameplay states.
Reconsider how modules (and in particular how components, bundles and entity spawner systems) are organised.
Keep in mind the intention to have different game states:
In Space
In Ship Interior Scene
On Planet
Technically one might be "In Ship Interior Scene" both in space and on a planet. And "In Ship Interior Scene" shares a lot of common behaviour with "On Planet" (you're on foot in both scenarios, unless you happen to be aboard some other vehicle). There's overlap here. Maybe think of it in terms of player state and location; e.g. AboardShip+ControllingShip. Evidently I still haven't got a reasonable plan for switching between these "world states", but do keep it in mind while reconsidering the organisational structure of the project.
Systems were recently refactored so that they are held a single location (see: #72).
This is just the beginning of a refactoring effort to prepare Verse to handle more complex gameplay states.
Reconsider how modules (and in particular how components, bundles and entity spawner systems) are organised.
Keep in mind the intention to have different game states:
Technically one might be "In Ship Interior Scene" both in space and on a planet. And "In Ship Interior Scene" shares a lot of common behaviour with "On Planet" (you're on foot in both scenarios, unless you happen to be aboard some other vehicle). There's overlap here. Maybe think of it in terms of player state and location; e.g. AboardShip+ControllingShip. Evidently I still haven't got a reasonable plan for switching between these "world states", but do keep it in mind while reconsidering the organisational structure of the project.