Damage Is a Pipeline
· 2 min read
The first end-to-end piece of reTS was not a menu or a moving unit. It was a number: the exact amount of health removed when one object hits another.
That sounds modest. It turned out to be the right foundation for the whole project, because the original engine does not calculate damage in one neat formula. It passes the value through a sequence of rules, and the integer result can change if even two apparently equivalent stages are swapped.