The things you'll never see.


No pics, no content.

I've put actively developing games on hold for a few months too long now. Life happens and struggling to make code work with no reward beyond the satisfaction of seeing your vision come together takes a toll after a while.


The spaces in between visible progress are not empty though. There are books read, videos made and ideas discussed. I've found myself reading books on programming architecture and code organization. It's not that I have run out of ideas to execute, it's that I don't want to keep backtracking through old code and following my own trail of breadcrumbs for every change that I want to make.


I love making complex systems of interaction. I find great satisfaction in creating something with depth, however those complexities have to be properly communicated to the player or else the brilliance of them is completely lost. This itself is a problem with poorly organized code as the right information to communicate becomes obfuscated and further adaptations can in turn break seemingly unrelated connections. It also adds a layer of complexity to generating and implementing more features.

This is not to say that I'm going to quit making stupid and unnecessarily complicated systems. No, I'm just going to get better at organizing it and say thank you to all the devs in the past who took the time to put their wisdom into books.


Here, have a book. I haven't read it yet but it's on tonight's to do list.

https://www.amazon.com/Game-Programming-Patterns-Robert-Nystrom/dp/0990582906/?_...

Files

Grimm Space v 0.1014 12-8-2023.zip Play in browser
Dec 09, 2023

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