I have been working on a game for a while and have encountered a problem stated below. I have been reading Sandi Metz's book on OOP (the Ruby one) and it made me wonder whether there is a way to visually represent all the classes of a program.
The problem: the code of the game is slowly but surely becoming harder to maintain, or should I say, to... fathom. To comprehend.
I need to know if there is a way to visually model the logical structure of the game's classes, and maybe some standalone pieces of code, and how classes interact with each other, OR a way to represent game entities from a game design point of view because it will be immeasurably easier to work on the game from both a technical and an artistic point of view if I had a visual model of the game's structure.
I do not need UML diagrams or a simple flowchart because they have too much info: knowing the fields and methods of my classes or the logical algorithm of my code is not what I need.
I have thought about using ARIS or BPMN for it, but I am not entirely sure whether the strict rules of these BPM notations would fit well with the dynamic and ever-changing nature of a game.
I apologize if this stack exchange is not the right place for this question. If no complete solution exists, then I am willing to create my own, perhaps with Qt.
Update: I have read the aforementioned book further and found out about sequence diagrams. They would fit very well, but I'm still interested whether a tool was created specifically for making games.
UML diagrams (...) have too much info. Not true. You can use a UML class diagram with details suppressed. See Structural models. See also Is it possible to omit things in the class diagram. Yes, that is valid, standard, UML. You can of course define custom stereotypes and customize the diagram while keeping it standard. And who says you need to keep it standard? \$\endgroup\$