Point and Click - architecture or not
Over the past three months, I've been stuck in what feels like a never-ending cycle of prototyping, trying to create an engine that is user-friendly for a game designer like me. I've noticed that my way of thinking often differs from that of software engineers, despite having a SE degree and the ability to develop frontends, backends, and smart contracts. When I discuss problems with my friends, we approach them from quite different angles. In most cases, I realize that my approach is not optimal, so I have to change my thinking and adopt a "proper" approach to find the best solution. However, this time I wanted to build something that suited my needs. I wanted a simple way to convert my game system blueprint into actual code. This journey took me though three versions, although I wouldn't call them iterations since they were three distinct approaches built with the same tools. In retrospect, it seems like these versions were more like regressions than progression