Mech Retriever Dev Blog
More work on the battle screen as I implement functionality to display important bits of data to the player, like speed, current armor, and the current armor of the enemy mechs. Even with streamlined mechanics, the battle screen is loaded with plenty of complex logic and testing it is complicated.
It’s important to know how to engage with the process of creating the code. It can be tempting at times to rush straight to implementing the sexy stuff, like getting explosions on the screen or what have you. But rushing to the sexy stuff means that you end up getting a quick burst of productivity followed by a wall you careen into. Unit tests and refactoring go a long way towards that.