Great article! I especially like the "it's all about balance" line. I know some devs who do spaghetti codes, and I know the exact opposite with super complex stuff hard to maintain - both end up being counterproductive!
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My current litmus test for spaghetti vs modularity is "will this make my life worse when I get around to doing something that I know will be a requirement?" If yes, I'll put work into it. If no, it's *probably* fine.
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Haven't always been on the mark about what will and won't make my life work but it's probably worked out about 70% of the time in recent history.
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Very nice article! My jungle of else if statements are near and dear to my heart
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Although spaghetti code is often thought to be good for 48h game jams, I would say a bit modularity can help you on next day, giving more easy expandability of you want to make content, as you don't need handcraft everything in game.
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In global game jam I made dialogue system modular. Then everyone in our team could make dialogues easily, and good/bad outcomes, and then I just dumbed everything in one script (ds grids underhood ) and it just worked without problems, and could easily edit or add more
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Or.... to put it simply.... when you're close to release... "Fuck it.... it'll do."
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If I write the same code in two places I usually leave it be. If it has to go into a third place it's time to make it into a script/parent object/etc
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Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Really good advice here! Thanks!
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Het laden lijkt wat langer te duren.
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