I cleaned up the post about code modularity and added some stuff about game design/coding philosophy! You can read it on substack:
no more social media. i make text games that are poorly rated in game jams and talk about cool niche stuff.
I cleaned up the post about code modularity and added some stuff about game design/coding philosophy! You can read it on substack:
Yeah definitely agree on the code philosophy stuff as primarily a gameplay programmer (but being in a small studio, also of course a generalist.) I typically voice it as "Don't solve problems you don't have". If you just need a hammer, don't write an entire tools system and hierarchy and tools control scheme and tool rack. On the other hand, solve the problems you definitely do have. If you really do need a tool rack, write it. Definitely a hangup I see from both new programmers, and software disciplines in other industries is piling themselves under work making a general solution for a specific problem, and then once they spent a week on that, spending another month later down the line when they have to rewrite or refactor the whole system when game design inevitably shifts and there is a ton of over engineered hyper specific work to keep things running.
I like this, it's a cool approach to code! I definitely do separate my programming into different categories of "code I want to get right once and have it last my whole career" and "code I am slapping in there because it gets one specific job done" and it's definitely so useful to be able to do both, especially when it comes to speed.