Mech Retriever Dev Blog
I’ve been cranking out more code for the BattleScreen. It being the most complex screen, I’ll likely be at it for a while still. I’m not quite done with variable spawning of resources on the map, but I’m getting there. As I move through these features, I’m resolving complex architecture problems, though I’m also realizing I could’ve approached the problem in a more incremental way–lessons learned all around.