The primary thing to remember is that, whatever main area one starts with first (mechanics, storyline scripting, triggers, terrain), tends to couple everything else to it. Now, one SHOULD strive to have as much decoupling as possible, but I recognize that is hard even for software engineers, let alone those who are simply looking to making a fun game. So usually one tends to work on the thing they know best and everything else revolves around that.
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@Mozared: Go
This is a very good point.
The primary thing to remember is that, whatever main area one starts with first (mechanics, storyline scripting, triggers, terrain), tends to couple everything else to it. Now, one SHOULD strive to have as much decoupling as possible, but I recognize that is hard even for software engineers, let alone those who are simply looking to making a fun game. So usually one tends to work on the thing they know best and everything else revolves around that.