Things are finally coming together now that the codebase is more organized and everything follows a consistent set of rules. The real challenge has been defining the overall paradigm: each team (Hero vs. Enemy) takes a “Turn,” each Turn is broken into Phases, and each Phase contains a queue of Sequences that must execute in order before advancing. I ended up spending a lot of time refactoring everything to follow this new Turn-Phase-Sequence structure, but it’s already making the system feel much more predictable and scalable.
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