BattleConductor and FieldConductor manage flow using nested while(true) loops and boolean flags. A State Machine would allow you to transition between ExplorationState, CombatState, and DialogueState much more cleanly, which is a requirement for any professional game engine.
BattleConductor and FieldConductor manage flow using nested while(true) loops and boolean flags. A State Machine would allow you to transition between ExplorationState, CombatState, and DialogueState much more cleanly, which is a requirement for any professional game engine.