Nice Post about Developing Starmancer

Disclaimer: I’m a patron for the Starmancer kickstarter.

This is a nice post written by the main developer of Starmancer (an isometric, sci-fi RTS) where he explains how so late in the process they’ve found themselves in a place where their whole engine (and assumptions and timelines) needed to be revised and rebuilt from scratch.

It’s interesting both for the experience in a project like it and how the final result may be indistinguishible from the previous version to end users and for the insight on how they’ve turned the whole engine into an OOP powerhouse where everything in the game is essentially the same type of component: An agent.

I like this post a lot and thought it might be interesting for developers here. How would you have solved the same problem? What do you think of the solution?