Tools
Clunky is fine for a prototype
The first mission in Space Game was hand-wired and bespoke. That’s fine for proving an idea, but a real game needs a system, so I turned the mechanic into one and built the tooling to go with it.
Versioning a Videogame: Semantics
I borrowed Semantic Versioning and moved one rule: the minor number now belongs to gameplay, which is why a new feature can land in a point release.