The problem
Strategy games need macro and micro to feel connected without drowning the player in complexity.
My approach
Layered game state in Godot, combat prototypes, public commits on GitHub. I refactor when systems fight each other, not when the code looks pretty.
What I built
- Grand strategy layer with territorial systems
- Real-time tactical combat
- Modular game state in GDScript
Outcome
Still in progress, but it taught me how to keep a large codebase understandable.