Thank you for sharing this! > Don't build an engine instead of a game Only too true... That's a trap I always fall into. I guess programmers are so hard-wired to abstracting problems they that need solving they end up doing a lot of abstracting and very little solving. (Compulsory xkcd: https://www.xkcd.com/974/ )
This is one of the reasons Unity has become so popular in the industry - from a project management point of view, it makes sure that programmers don't start yak-shaving and building tech that's already been built a thousand times by other people. It certainly has its warts, esp when going into full production, but at least in early development it's really good at making sure you're only building what's unique to your…
How to write a 48-hour game in just 2 years (2013)
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Re: How to write a 48-hour game in just 2 years (2013)
#12This is a great technique, but takes some discipline. Reminds me of GTD.
Re: How to write a 48-hour game in just 2 years (2013)
#13Earlier quoted context omitted.
This is one of the reasons Unity has become so popular in the industry - from a project management point of view, it makes sure that programmers don't start yak-shaving and building tech that's already been built a thousand times by other people. It certainly has its warts, esp when going into full production, but at least in early development it's really good at making sure you're only building what's unique to your…
Yep; most likely you don't have Romero and Carmack on your team, who can make a great engine and a fun-to-play game, and even they switched to making engines to power multiple games (id Tech engines). Unity and things like it are great if you're serious about actually making a game and bringing it to market. Engines might be fun, but that's not what sells games and gets them into the hands of people who would enjoy t…
Re: How to write a 48-hour game in just 2 years (2013)
#14"48 hours later my iPhone was displaying a black screen with a white triangle on it. Clearly my limits were being tested." That reminds me of http://rampantgames.com/blog/?p=7745 : "In the main engineering room, there was a whoop and cry of success. Our company financial controller and acting HR lady, Jen, came in to see what incredible things the engineers and artists had come up with. Everyone was staring at a tele…
Re: How to write a 48-hour game in just 2 years (2013)
#15Thank you for sharing this! > Don't build an engine instead of a game Only too true... That's a trap I always fall into. I guess programmers are so hard-wired to abstracting problems they that need solving they end up doing a lot of abstracting and very little solving. (Compulsory xkcd: https://www.xkcd.com/974/ )
Re: How to write a 48-hour game in just 2 years (2013)
#16Thank you for sharing this! > Don't build an engine instead of a game Only too true... That's a trap I always fall into. I guess programmers are so hard-wired to abstracting problems they that need solving they end up doing a lot of abstracting and very little solving. (Compulsory xkcd: https://www.xkcd.com/974/ )
"Give a man a game engine and he delivers a game. Teach a man to make a game engine and he never delivers anything." https://twitter.com/sandbaydev/status/403219167236857856
Re: How to write a 48-hour game in just 2 years (2013)
#17Thank you for sharing this! > Don't build an engine instead of a game Only too true... That's a trap I always fall into. I guess programmers are so hard-wired to abstracting problems they that need solving they end up doing a lot of abstracting and very little solving. (Compulsory xkcd: https://www.xkcd.com/974/ )
Re: How to write a 48-hour game in just 2 years (2013)
#18Thank you for sharing this! > Don't build an engine instead of a game Only too true... That's a trap I always fall into. I guess programmers are so hard-wired to abstracting problems they that need solving they end up doing a lot of abstracting and very little solving. (Compulsory xkcd: https://www.xkcd.com/974/ )
Re: How to write a 48-hour game in just 2 years (2013)
#19Back then there weren't engines like Unity and Unreal that solve most of the technical problems like rendering, and physics/collision detection. Even with these tools though, I still find it difficult to finish a project quickly because I spend so much time writing infrastructure code. For that reason I never do hackathons.