Tell a Story
Wouldn't you know it, only a few weeks in and I'm already lagging on the blog. Truth is I'm working on a piece about why you should embrace formulaic game mechanics, and it has to be perfect before I let anyone see it or the world will end , etc. In the meantime, I've got a random programming tip: Tell a story with your code. When you're working on shared code I actually don't recommend this. But if you're working alone, you can waste a lot of time grappling with those chunks of code you don't touch for months at a time - you know, the buried artifacts from your own past that you dust off and hold it up to the light and wonder whether you wrote them while blackout drunk. So when code starts getting gnarly, I try to figure out a way to make it about a character trying to accomplish a specific goal, and either succeeding or failing. It's a great memory aid. One class I just revisited this morning is supposed to update chunks of voxels using some weird...