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    <p>In a very basic manner your answers are not too far off, things could be done the way that you mention them. However space and processing power can come into play so instead of an array of bools to track which treasure chests or how far along the chain of events you are you may want to slim it down to bits being on and off and use the bitwise operators for masking to see where you are in a storyline or whether or not to show the treasure chest you are about to display as opened or close.</p> <p>For inventories, instead of tracking how many of each item a player has it may be better to have a base item for everything a player can pick up; weapons, armor and even money. Then you could make a linked list of just the items the player has. Use the Enum for the item as you mentioned and then the quantity of that item. This would allow for sorting of things and would also only keep in memory the items the player's character(s) actually have/has. You could extend this data structure to also track if the item is equipped. You could likely keep more generic what the item does sort of information in an items table.</p> <p>The enemies would likely be a bit more complicated as you need to do a few more things with them. A linked list here though is still likely your best bet. That way removal of an object form the list would be a mite bit easier (can simply remove the link and the like when a player kills them or add in a new enemy wherever needed in the list.)</p> <p>Honestly there is no one answer and it can depend on quite a few things. The best way is really to simply try it out.. For a simple 'what if I do this for this' it really does not end up taking all that long to give it a whirl and see how far you get. If you start running into issues you can start to consider other options :)</p> <p>Hope this helps.</p> <p>Edit: Just wanted to add in a link to www.codesampler.com. Generally more DirectX oriented tutorial sites but as a beginner it can start you thinking or give you a set of places to start. As an added bonus alot of the DirectX SDK examples/samples started to be formatted very much like how this site's tutorials are done. Can help ease you into the whole thing.</p>
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