The Tide Rushes In
It is not sustainable to fixate milestones. If you open your project and your goal is "I'm going to get my attack abilities done in a few days" you are going to become very flustered as you miss deadline, and when you look at your project you're going to see failure as you won't perceive your progress.
Much better to change your internal goals. We want to build a rising tide that's going to lift all of our code, and once we achieve this, and we recognize it, we will look fondly on our projects and see the systems rising as a whole in a healthy and sustainable fashion.
To this end, I will no longer be working on "finishing up the abilities system", I'm simply going to open my project and my goal is going to be to iron out the kinds, improve the pipelines, and consolidate logic.
Here's the dirty secret about gamedev: when you cut corners in your zeal to finish something, you are not making progress, you are incurring debt from the piper. You are creating unforseen edge cases that will need fixing in the future, your are confusing yourself at some distant point in the future.
In the long run, you are ultimately your own coworker, you are going to have to look back on your code and you are going to have to deal with it. Are you a responsible developer who looks out for your future self? Who arranges things in a way that is easily searchable, is well organized, is not prone to breaking? Or are you going to take the short cuts in a greedy attempt to satiate yourself in the here and now?
It's counter intuitive, but if you take the time now to develop better practices, to get a little bit better, and you develop a habit of growing as a creator of games, in a week, in a month, in years... you JUST MIGHT put out a worthy game, and you wont open your code base and wonder, "Who's the d*mb %(#$ who wrote this &*(#$%!?"
Get SeaCrit
SeaCrit
Deceptively Deep!
Status | In development |
Author | illtemperedtuna |
Genre | Action, Role Playing, Shooter |
Tags | Beat 'em up, Casual, Indie, Roguelike, Roguelite, Side Scroller, Singleplayer |
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