I love how much time I spend refactoring, only to realize by the end that I haven't made any *real* progress with the game
last night I rewrote our UI code because it wasn't extendable enough, and tonight I made the new code manageable. that's two nights where features didn't get done 😕
#gamedev
last night I rewrote our UI code because it wasn't extendable enough, and tonight I made the new code manageable. that's two nights where features didn't get done 😕
#gamedev
Comments
I find myself going down the rabbit hole for absolutely nothing other than a lesson on why my idea in the moment sucked
I'm thinking of doing something similar, but this is my first complex inventory and I'm awful at planning it lol
Characters and Items are merely things that can be plugged into what I call a "RealEntity". RealEntities are anything that can be spawned into a battle scene.
Each RealEntity contains a list of RealModules, and RealModules are an abstract class. -
There are four types of RealModule currently, each with their own properties;
1. RealMinutia. These modules are the core of the system. Each RealMinutia contains a Minutia Scriptable Object-
Substance, which defines which Material/Shader is used, as well as Stat Multipliers.
Vitality, which defines which Skill List an entity has access to
Intent, which defines which Brain Module a spawned entity uses.
I think of it as if I got a progress loan when I first wrote it. Now I'm paying it off by writing it correctly and the actual progress has been made now. What a fun little lie I tell myself.
Refactoring is the key to be faster.
It might suck to have no visual feedback on the work you are doing, but you’re moving forward!