Started designing the turn-based engine that I had in mind today.
I'm building it with three components in mind:
- the engine, which controls the turns and goes from one actor to the next
- the "board", or grid, which controls the input and keeps track of where things are
- the actual units, which are pretty dumb (no logic besides attacking/health)
This abstract pattern should let me do anything and iterate pretty fast on the units, instead of making changes to the engine all the time. Game programming patterns are interesting.