Endlessly wondering how best to write a suitable leveling system. The more I learn of the various ways a certain thing can be done in GM the more time I spend wondering what might be the best way to do it... Times were simpler when I only knew about arrays and nothing of ds stuff
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I've had a period where I had a lot of decision paralysis when it came to programming last year. Best advice I have is to just get things working as fast as possible and fix it up from there. A good code-base is one that is always changing.
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Yep, I find that when things become too big of a mess, you instinctively go back and clean it up the parts that need it... often saves time versus trying to make it all clean from the start when it may never matter again
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Ultimately it’s the end result that matters. Players don’t care about how you programmed the game. That said, a bit of consideration for optimisation, readability, extensibility and porting
is good. As with most things it’s a balance. Don’t agonise too long over different... -
...approaches. Allow yourself max 5 minutes thinking then pick one and go with it. Modify if needed. Learn from it. Redo if you have the luxury of time otherwise take it as a lesson for the next time you come across a similar problem. Iteration can be a longer term thing.
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The crazy thing is 99% of code isn’t performance sensitive at all. I used to write infitinite ifs, and then I got scared about my performance and over optimized everything, and now I’m back to ifs everywhere, just more judiciously
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Now i just try and design my main mechanics really well, but just say fuck it and do spaghetti for one offs or things that otherwise dont matter.
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Welcome to the hell that is immediate programming, where you know more than a beginner but decision paralysis will make you question everything ;3
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programming is just an infinite downwell, really :) thinking of you lately and your tweet about sekiro. love that thing very hard for last week.
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Downwell on Vita is one of my all time faves. Matcha palette 4 lyph.
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