Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!
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Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!
Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
Agree! I think in this case these drawing have a lot of implementation details. It is actually the pattern table, the palette etc.
Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!
Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!
Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!
Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!
Plenty of games are created by jumping right in and starting to code, and then seeing where that takes you. For example, the throwaway game that inspired Portal.
Of course, eventually you do have to take periodic breaks to review things and plan the next phase.
Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!
Earlier quoted context omitted.
By manually changing it you've overridden the dupe post check. I posted this Nintendo article 5 days ago. https://news.ycombinator.com/item?id=13240858 https://www.nintendo.co.uk/News/2016/December/Take-a-look-be... It can be seen in the search: https://hn.algolia.com/?query=https:%2F%2Fwww.nintendo.co.uk...
By HN's standards it doesn't count as a dupe, because the previous submission didn't get attention. See the bit about reposts in the FAQ: https://news.ycombinator.com/newsfaq.html . In other words, even if the nintendo.co.uk URL had been the submitted one, HN's software would have happily let it through. This is by design. It gives good stories multiple cracks at the bat, in the hope of compensating for the randomnes…
Previously when I had dupe posted something it seemed to be counted as an up vote for the original post or I got an error that it had already been posted without a redirect.
A suggestion: Reposts count as up votes for original submission AND it puts another submission into the newest queue. Maybe with a REPOST tag and a counter for times REPOSTED.
Additional visibility could help post get more up votes and make it to front page.
Current system doesn't reward poster for being first, as you said, it is up to the lottery of /newest.
Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.
"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!
In today's industry an overlook like this might be useful in level design but I can't really see it having a big impact on the actual development of the gameplay as long as you know what actions the player can perform you don't need to know where they are going to be placed or what they will look like.
One of the stories about Zelda that appears in interviews is that the second quest is the result of a miscommunication about how much space was available: They could have had a single quest that was twice as big.
The main direct advantage of drawing everything out is that you can quickly explore different types of setups(relative scales, positioning, iconography, etc.) and do a few passes of testing on it before committing it to code, for the same reasons that one might do wireframing and mockups for application UI.