• he/him

Kind of just do stuff, tend to like stuff like Touhou and Doom and Terraria and Serious Sam and things
25
R-18 stuff over at @mandatoryanomaly

Basically everywhere else, Discord, Tumblr, Bluesky, Twitter, Steam, Fediverse, etc. I still go by "anomalouslymandatory" if possible


psilocervine
@psilocervine

like yeah yeah yeah no plan survives contact with the enemy and whatever but I swear to god if you even breathe the words "separation of concerns" or "loosely coupled" a lot of devs will act like you just told somebody who only just typed PRINT "HELLO WORLD" for the first time to write a fuckin' raytracer


psilocervine
@psilocervine

there's this extremely prevalent attitude in games to scoff and shake ones head at anything that could be considered "enterprise programming," but often those "enterprise programming" things they're mad about are basically things that could be, at worst, considered standard practices in pretty much any industry. hell, they're standard practices in a lot of game dev even!

but there's this broader culture in indie dev especially that this is the wild west, that there are no rules, that nobody can possibly adhere to any of this stuff and actually ship a game when a lot of the people who have shipped multiple games have been doing these things for a while! mostly because it's one of those big things that makes a lot of the development process a lot easier

and it's not like you have to do all of this up front! you can do quick and sloppy implementations of things in the prototype phase! but once you have those things working? it might be worth a bit of a refactor to make sure that you can make them keep fucking working without wanting to rip your own dick off! it might be worth having a bit of a plan to move from prototype to production instead of just completely winging it!


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in reply to @psilocervine's post:

Yeah and this could make sense in the “old days” of gamedev when you bashed out a game in three months shipped it and never touched that code again. But…gamedev cycles are so long now that there’s not really a meaningful difference with “boring” B2B software. If you’re working on that codebase for 18 months? Give future you a present and write some code that won’t make you sad when you come back to it because the design changed or you’re iterating on an idea or you found a bug.