personal gamedev rant
Today I started doing some game mechanics prototyping. It's really hard to get into the entity-component paradigm after a decade of stubbornly clinging to a top-down, almost C-like development style.
So I'm intentionally steering away from my old habits: no more controller objects maintaining deep arrays of everything in the world. I prototyped a TRPG movement engine where all the potential movement tiles are their own entities.