— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈

📍 Adelaide, Australia

Private page (for friends): @garbagegrenade


I've been messing around with a solo dev project on the side (no grand plans, just throwing shit at the wall) and I've very quickly identified the pitfall that will consume me if I don't keep it in check (trying to overengineer systems in anticipation of what features they will need in several years and not what features they need right now)


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in reply to @trashbang's post:

This is def a classic struggle and the only strategy for dealing with it I've found is to be extremely near term focused and hungry/greedy within the specific context of what you want to see on screen next. "I really want to be able to sneak up on people in this, so I need a basic facing=vision system". "I want to build spaces with lots of weird Z axis play, so I either need ladders or lifts or teleporters or grav shafts". etc