Refactoring My Battle Units to Composition
How I broke a bloated BattleUnit class into a thin host plus drop-in components, and what changed about adding features once the refactor settled.

Game development, software engineering, and technical deep dives
How I broke a bloated BattleUnit class into a thin host plus drop-in components, and what changed about adding features once the refactor settled.
A walk through the grid, pathfinding, and movement flow in my tactics RPG — a multi-floor tilemap, an A* path-limited move range, and a per-unit signal machine that drives the actual animation.
How I coordinate the battle systems in my tactics RPG using a small event bus for scene-wide events and per-unit Godot signals for everything else — and the rule I use to decide which belongs where.
A walk through the speed-based turn order in my tactics RPG — an accumulator pattern split across a per-unit turn meter component and a global coordinator that projects the next ten turns.
Building a party-based exploration system where players can switch between characters with smooth camera transitions.
Older posts kept for history. Implementations may be out of date due to later refactors.