Post by Justin on Mar 20, 2013 11:29:35 GMT -5
I am one of those folks who like to update people, even if to tell them I’ve got no update heh. So people don’t think you’ve disappeared. I know normally with these projects people will tell you progress was slow or had a bad week. So far I have been moving at break neck pace having started what I call my pre-production in January and coding the framework from February and coming onto the end of February the combat prototype.
About 6 hours a day if I can get it in I like to try…but I have to say this week was terrible work wise. I only got to sit comfortably coding for about two days minimal time. It was not a total bust as I did implement the hard point system, and do some background graphics in GIMP and some other minor stuff.
The rest of the time was spent investigating the addition of particle effects to enhance the presentation to a more satisfactory level in order to bring immersion to a more satisfactory level. Secondly some code time/test time was spent on timing routines. Fixed rate logic and tweening vs delta timing etc for you programming people
I don’t like to fix too long on something as I can always get back to it, especially if it is just graphics, because it is far more efficient to program functionality and update your place holders later, and polish than to spend endless time stuck on one issue or trying to perfect it.
I have sveral variations of ‘todo’ lists which gets updated weekly and monthly and there’s also a daily one I work off of. It helps to keep focus when I’ve decided enough time has been spent on a particular item, but sometimes it is hard to let go.
Another programmer put it in perspective recently, he said and I’ll have to paraphrase him, that the things people expect to see in games without even realizing it are the hardest to implement well, but that the things people request are the easiest. So something like timing which most gamers do not have any idea about or collision detection are some of the more complex things which are taken for granted but have to be there and work well. But the features people request are actually easy to implement. I have found this to be oh so true Josh!
Crossing my fingers for a productive weekend!
About 6 hours a day if I can get it in I like to try…but I have to say this week was terrible work wise. I only got to sit comfortably coding for about two days minimal time. It was not a total bust as I did implement the hard point system, and do some background graphics in GIMP and some other minor stuff.
The rest of the time was spent investigating the addition of particle effects to enhance the presentation to a more satisfactory level in order to bring immersion to a more satisfactory level. Secondly some code time/test time was spent on timing routines. Fixed rate logic and tweening vs delta timing etc for you programming people
I don’t like to fix too long on something as I can always get back to it, especially if it is just graphics, because it is far more efficient to program functionality and update your place holders later, and polish than to spend endless time stuck on one issue or trying to perfect it.
I have sveral variations of ‘todo’ lists which gets updated weekly and monthly and there’s also a daily one I work off of. It helps to keep focus when I’ve decided enough time has been spent on a particular item, but sometimes it is hard to let go.
Another programmer put it in perspective recently, he said and I’ll have to paraphrase him, that the things people expect to see in games without even realizing it are the hardest to implement well, but that the things people request are the easiest. So something like timing which most gamers do not have any idea about or collision detection are some of the more complex things which are taken for granted but have to be there and work well. But the features people request are actually easy to implement. I have found this to be oh so true Josh!
Crossing my fingers for a productive weekend!