Quasar
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#gamedev
Just want to share the scale of this work!

Check it out, this is the schematic for my turn-based battle manager:

Every part is fairly autonomous, which makes it easy to plug in new components, swap out old ones, and connect/disconnect them without breaking the rest of the system — it just keeps running normally. There's a mix of state machines, automata, and all sorts of other things in here that I rewrote a hundred times trying to land the best architecture.

I don't think I reached the perfect solution, but within the design choices I made, this thing is capable of a lot — a whole lot... (there might be more revisions ahead in the future, but I'm happy with the result either way)

When I first started, I had no idea turn-based games were this hard to write: there were moments where I completely got lost in all the signals and had no clue what was going on under the hood — the fight with coroutines was especially exhausting.

1 min read 20:23