implementation (17 lessons)

Permission Union vs. Role Switching

When a user has multiple roles, merging all permissions into a single set (union) is simpler to implement and understand than requiring users to switch between active roles — but it means users see all their capabilities simultaneously, which can cause confusion in healthcare contexts where acting u...

GTM Medical 2026-06-03 implementation

AI Scoring Weights as a Balance Lever

When building an AI opponent for a strategy game, express its decision-making as a single weights table that scores every legal action. This table simultaneously defines AI behavior and serves as a balance tuning surface — changing one number shifts both how the AI plays and how the game feels.

CorpBattleCards 2026-05-11 algorithms

Counter Wheel as Asymmetric Balance

A circular advantage mechanic (A beats B beats C beats D beats A) creates asymmetric matchups from symmetric starting positions. The modifier can be small (+1/-1) and still be load-bearing if it touches enough systems — attacks, defenses, public effects, SWOT traits, and upgrade synergies.

CorpBattleCards 2026-05-11 implementation

Spreadsheet-to-Code Pipeline for Game Content

When game content is authored by designers in spreadsheets, build a one-way generator script that converts the spreadsheet into schema-validated data files. The spreadsheet stays authoritative; the generated files are artifacts. This separates content authoring from code and catches errors at genera...

CorpBattleCards 2026-05-11 data-engineering

UI State Machine for Turn-Based Games

Model every distinct "what is the UI waiting for?" moment as an explicit state in an enum. The state machine eliminates the most common game UI bugs — wrong input handled at the wrong time, dialogs that don't dismiss, and turn phases that skip or repeat — by making the set of valid transitions expli...

CorpBattleCards 2026-05-11 implementation