So, here's my reality: I can't work on my older projects because it would take me more than a few hours to backtrack everything to understand how it works, and even then I'd have to adjust to code I despise which isn't how I want to spend my time.
Thus, in my latest map I'm trying to make everything structured, commented and easy to read, so when I return from breaks I could easily pick it up and alter/add stuff. After all, doing that adds enthusiasm and keeps map alive. Folders, instructions/explanations, self-explanatory local variable names (I'm not even reusing them when I could, just making new ones only for sake of understanding what's what seconds after looking over trigger), I know if I mess this up, map will die, and that would suck.
This said, I'm not making everything the best it can be right from the beginning. Oftentimes I need to add a functionality, or a prototype to see how game will run/play with that addition. A quick and dirty sketch that gets the job done. Though if I keep on adding in at some point I come back and rework whole thing to be more elegant/flexible.
Right now I have a bunch of "dialog item used" triggers and I'm not even thinking about combining them together. Still too much dialog work to be done ahead, and too much uncertainty, so I'll work on that when I feel it's time.
But yea.. whatever works.
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@DarcZaFire: Go
So, here's my reality: I can't work on my older projects because it would take me more than a few hours to backtrack everything to understand how it works, and even then I'd have to adjust to code I despise which isn't how I want to spend my time.
Thus, in my latest map I'm trying to make everything structured, commented and easy to read, so when I return from breaks I could easily pick it up and alter/add stuff. After all, doing that adds enthusiasm and keeps map alive. Folders, instructions/explanations, self-explanatory local variable names (I'm not even reusing them when I could, just making new ones only for sake of understanding what's what seconds after looking over trigger), I know if I mess this up, map will die, and that would suck.
This said, I'm not making everything the best it can be right from the beginning. Oftentimes I need to add a functionality, or a prototype to see how game will run/play with that addition. A quick and dirty sketch that gets the job done. Though if I keep on adding in at some point I come back and rework whole thing to be more elegant/flexible.
Right now I have a bunch of "dialog item used" triggers and I'm not even thinking about combining them together. Still too much dialog work to be done ahead, and too much uncertainty, so I'll work on that when I feel it's time.
But yea.. whatever works.