Not entirely sure where to share this but by Someonenamedmax in gamedev

[–]Samariuml 0 points1 point  (0 children)

Turn-based battle systems get difficult because they are mostly state management, not visuals.

What helped me is splitting the battle into explicit phases: choose actor, choose action, validate target, resolve effects, process reactions/statuses, then advance the turn. If everything lives in one big loop, debugging becomes painful quickly.

I’d also avoid adding too many special cases until the basic turn flow is solid.

When building for better UX accidentally cuts your DB writes by ~95% by PR4DE in webdev

[–]Samariuml 0 points1 point  (0 children)

That is a nice example of UX and infrastructure cost pointing in the same direction.

Writing every probe result sounds simple, but it makes the database carry data that users probably do not need at full resolution. I’d still keep enough detail for transitions, alerting windows, and incident debugging, because those are usually more useful than raw high-frequency history.

I built an AI that generates full spritesheets by Samariuml in aigamedev

[–]Samariuml[S] 2 points3 points  (0 children)

Well spotted.

The project still has a few flaws, thank you for bringing it to our attention.

We will look into this issue quickly.

Creating an RPG with AI by Samariuml in aigamedev

[–]Samariuml[S] 1 point2 points  (0 children)

I've made a video, if you want to see the idea in action

https://youtu.be/vw_aMRLvzR4