@Sie Any decent company will have code reviews to make sure it's up to certain standards. If you show you can learn and are open to constructive criticism, you'll keep your job and grow within it. No one is perfect and I often find some code I wrote 5 years ago to be bad sometimes.
And TBH, you can write spaghetti code to make something work. The next step is to clean it up; so if you currently have a project that is full of spaghetti code, it's a nice exercise to clean it up.
@Sie actually you could turn it to your favor - save a copy of the old spaghetti version. Then take a copy & refactor it into something cleaner. This way you can not only show off a game in your portfolio, you can also give an example of taking something that works & making better. For bonus points, use version control as you do it.
spaghetti is fine, even if you wash it. just don't sneeze - you'll lose the meatballs.
I have no idea why but for some reason I really have this weird fascination with Renderware. I kind of want to play with it even though its old and outdated.
But I've worked with coders (in an IT job) who would completely rewrite code for a different parameter rather than either copy and paste the code or write it with parameters in the first place.
yeahhh it comes down to time and effort, what's worth more, me writing a new param and a simple if statement, or doing a full extended class with virtual/overrides
is it really gonna hurt me if a class sits in memory with a couple of unused fields
it gets fun when you want to deserialize an extended class from disk "which type is this again? what method do I need to call to ensure the first byte is read and cast correctly?"
@Tyyppi_77 how has your development been going on? Are you still working on Gun Hero?
user92578
Yeah I am, I haven't really gotten anything done this week though, I've had a lot of school work plus may day is coming up which is a really big student holiday here, so I've been attending a lot of events hosted by my uni guild so that I get enough freshman points to get my uni student cap on mayday
@Tyyppi_77 I think it's very context dependent. I do agree that for the purposes of prototyping, you should select a tool that allows you to iterate as quickly as possible. I think with paper, there's this possibility for the document to exceed its intended level of importance.
Unless I need something like graph paper, 95% of the paper I use is single sided rejects rescued from recycling boxes. It's already half gone & not intended to impress anyone, so I'm far less likely to polish the ideas I put on it. But I'm usually not doing level design on them to begin with.
@AlexandreVaillancourt kinda. Not a full out plan, but an idea... the town itself is coming along though. Got 2 shops, a house, a wizard tower, and the Count's Castle.
I think I might just put the edge manipulation, and face manipulation features on ice for now. I mean realistically the only shapes that would really make good use of it are the cube and the rectangular prism.
like, the final doc probably gets created after a lot of prototyping and iteration
if you want direction, you need to take your big design points, which may or may not be in docs, and break them down into small tasks (this is what trello / asana / jira etc can be good for)
@TheMattbat999 Just crushed, crushed, crushed with the M-game project! (Doing my first formal lecture at a middle school in a couple of weeks. All part of the plan to get to that next generation of players before they waste years of their life on a "2nd millennium" game like Chess ;)
but you can always ping me. Even when I'm not here, I check in on AI chat regularly.
I really wanted to do like a sort of semi-open world but I think that will take up too much time. Maybe I should for ye olde lab room esthetic like Portal. Thoughts at @Almo?
so the main difference between semi-open and Portal is that the player is allowed to go back to an older level instead of the magic-elevator-to-next-level